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[MechWarrior Online] The fix for that Stompy Bot craving.

1808183858699

Posts

  • BizazedoBizazedo Registered User regular
    Spectrum wrote: »
    Sort of. The main thing to do would be to check the Quirk list for the mechs you own, because that's going to influence them towards certain builds and away from others.
    I'm a dork and wanted to use Centurions because of Kai / lore, so I own Centurions :(.

    XBL: Bizazedo
    PSN: Bizazedo
    CFN: Bizazedo (I don't think I suck, add me).
    ToxElvenshaeKonphujunBetsuniBRIAN BLESSED
  • ButtcleftButtcleft Registered User regular
    Spectrum wrote: »
    Buttcleft wrote: »
    LRMs are powerful, regardless of opinion, when used properly.. That is, when they are used from 250-450m. They are a medium range weapon in the field that PGI has developed, not a long range weapon. Completely viable, and dangerous when deployed properly.
    Not really. LRMs prevent you from torsotwisting even at medium range. Yes, if you bring LRMs, you should probably be using them there, buuuuuut you're going to effectively be more fragile because of it.
    Bizazedo wrote: »
    I keep telling myself to get back into this, but it has seriously been years. Is there a lot to catch up on?
    Sort of. The main thing to do would be to check the Quirk list for the mechs you own, because that's going to influence them towards certain builds and away from others.

    Uh..LRMs don't prevent you from torso twisting at all

  • ErlkönigErlkönig Seattle, WARegistered User regular
    Buttcleft wrote: »
    Spectrum wrote: »
    Buttcleft wrote: »
    LRMs are powerful, regardless of opinion, when used properly.. That is, when they are used from 250-450m. They are a medium range weapon in the field that PGI has developed, not a long range weapon. Completely viable, and dangerous when deployed properly.
    Not really. LRMs prevent you from torsotwisting even at medium range. Yes, if you bring LRMs, you should probably be using them there, buuuuuut you're going to effectively be more fragile because of it.
    Bizazedo wrote: »
    I keep telling myself to get back into this, but it has seriously been years. Is there a lot to catch up on?
    Sort of. The main thing to do would be to check the Quirk list for the mechs you own, because that's going to influence them towards certain builds and away from others.

    Uh..LRMs don't prevent you from torso twisting at all

    I think Spectrum is referring to the need to maintain lock in order to ensure that your missiles hit their target. In which case, you're going to be face-tanking more than you would if you were using, say, PPCs or IS ACs (well...ACs bigger than 5s).

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • SpectrumSpectrum Archer of Inferno Chaldea Rec RoomRegistered User regular
    Erlkönig wrote: »
    Buttcleft wrote: »
    Spectrum wrote: »
    Buttcleft wrote: »
    LRMs are powerful, regardless of opinion, when used properly.. That is, when they are used from 250-450m. They are a medium range weapon in the field that PGI has developed, not a long range weapon. Completely viable, and dangerous when deployed properly.
    Not really. LRMs prevent you from torsotwisting even at medium range. Yes, if you bring LRMs, you should probably be using them there, buuuuuut you're going to effectively be more fragile because of it.

    Uh..LRMs don't prevent you from torso twisting at all

    I think Spectrum is referring to the need to maintain lock in order to ensure that your missiles hit their target. In which case, you're going to be face-tanking more than you would if you were using, say, PPCs or IS ACs (well...ACs bigger than 5s).
    Yes, you need to reacquire lock every time you stop twisting and you need to maintain lock after shooting. Your face exposure time is way higher comparatively.

    XNnw6Gk.jpg
    Gnome-Interruptus
  • ButtcleftButtcleft Registered User regular
    edited January 2017
    Erlkönig wrote: »
    Buttcleft wrote: »
    Spectrum wrote: »
    Buttcleft wrote: »
    LRMs are powerful, regardless of opinion, when used properly.. That is, when they are used from 250-450m. They are a medium range weapon in the field that PGI has developed, not a long range weapon. Completely viable, and dangerous when deployed properly.
    Not really. LRMs prevent you from torsotwisting even at medium range. Yes, if you bring LRMs, you should probably be using them there, buuuuuut you're going to effectively be more fragile because of it.
    Bizazedo wrote: »
    I keep telling myself to get back into this, but it has seriously been years. Is there a lot to catch up on?
    Sort of. The main thing to do would be to check the Quirk list for the mechs you own, because that's going to influence them towards certain builds and away from others.

    Uh..LRMs don't prevent you from torso twisting at all

    I think Spectrum is referring to the need to maintain lock in order to ensure that your missiles hit their target. In which case, you're going to be face-tanking more than you would if you were using, say, PPCs or IS ACs (well...ACs bigger than 5s).

    Nope.

    unlock your arms, you can keep lock while torso twisting or doing cartwheels.

    I am High Priest of the LURM Temple, I know how to do lurms. :biggrin:

    Buttcleft on
  • ErlkönigErlkönig Seattle, WARegistered User regular
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Spectrum wrote: »
    Buttcleft wrote: »
    LRMs are powerful, regardless of opinion, when used properly.. That is, when they are used from 250-450m. They are a medium range weapon in the field that PGI has developed, not a long range weapon. Completely viable, and dangerous when deployed properly.
    Not really. LRMs prevent you from torsotwisting even at medium range. Yes, if you bring LRMs, you should probably be using them there, buuuuuut you're going to effectively be more fragile because of it.
    Bizazedo wrote: »
    I keep telling myself to get back into this, but it has seriously been years. Is there a lot to catch up on?
    Sort of. The main thing to do would be to check the Quirk list for the mechs you own, because that's going to influence them towards certain builds and away from others.

    Uh..LRMs don't prevent you from torso twisting at all

    I think Spectrum is referring to the need to maintain lock in order to ensure that your missiles hit their target. In which case, you're going to be face-tanking more than you would if you were using, say, PPCs or IS ACs (well...ACs bigger than 5s).

    Nope.

    unlock your arms, you can keep lock while torso twisting or doing cartwheels.

    I am High Priest of the LURM Temple, I know how to do lurms. :biggrin:

    Even unlocked, you're going to be looking away long enough to lose your lock while torso-twisting. Now, after you've twisted, yeah...you can just hold down ctrl and waggle your arms to your heart's content. But that'll just mean that you're not twisting so much as locking in your twisted torso at an odd angle. Unless, of course, you've discovered a means to lock your targeting pip on a target while you're simultaneously twisting around (i.e. separating torso-twisting from reticle movement).

    As an aside, that setting was one of the first things I unchecked when I first booted up the game during the beta. I mean, seriously...locking your arms to your torso? Why even bother having arms at that point?

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • ButtcleftButtcleft Registered User regular
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Spectrum wrote: »
    Buttcleft wrote: »
    LRMs are powerful, regardless of opinion, when used properly.. That is, when they are used from 250-450m. They are a medium range weapon in the field that PGI has developed, not a long range weapon. Completely viable, and dangerous when deployed properly.
    Not really. LRMs prevent you from torsotwisting even at medium range. Yes, if you bring LRMs, you should probably be using them there, buuuuuut you're going to effectively be more fragile because of it.
    Bizazedo wrote: »
    I keep telling myself to get back into this, but it has seriously been years. Is there a lot to catch up on?
    Sort of. The main thing to do would be to check the Quirk list for the mechs you own, because that's going to influence them towards certain builds and away from others.

    Uh..LRMs don't prevent you from torso twisting at all

    I think Spectrum is referring to the need to maintain lock in order to ensure that your missiles hit their target. In which case, you're going to be face-tanking more than you would if you were using, say, PPCs or IS ACs (well...ACs bigger than 5s).

    Nope.

    unlock your arms, you can keep lock while torso twisting or doing cartwheels.

    I am High Priest of the LURM Temple, I know how to do lurms. :biggrin:

    Even unlocked, you're going to be looking away long enough to lose your lock while torso-twisting. Now, after you've twisted, yeah...you can just hold down ctrl and waggle your arms to your heart's content. But that'll just mean that you're not twisting so much as locking in your twisted torso at an odd angle. Unless, of course, you've discovered a means to lock your targeting pip on a target while you're simultaneously twisting around (i.e. separating torso-twisting from reticle movement).

    As an aside, that setting was one of the first things I unchecked when I first booted up the game during the beta. I mean, seriously...locking your arms to your torso? Why even bother having arms at that point?

    Unlocked arms let you keep reticule on target while you are twisting.

    Elvenshae
  • McGibsMcGibs TorontoRegistered User regular
    edited January 2017
    I only ever unlock my arms when I have weapon groups actually using them, and if i need to track a light or something. If I'm shooting a mix of arm and torso weapons, I'll lock them because they hit all the same target, and it makes pinpoint aiming easier. I just set lock/unlock to shift key.

    McGibs on
    website_header.jpg
    Konphujun
  • SpectrumSpectrum Archer of Inferno Chaldea Rec RoomRegistered User regular
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Spectrum wrote: »
    Buttcleft wrote: »
    LRMs are powerful, regardless of opinion, when used properly.. That is, when they are used from 250-450m. They are a medium range weapon in the field that PGI has developed, not a long range weapon. Completely viable, and dangerous when deployed properly.
    Not really. LRMs prevent you from torsotwisting even at medium range. Yes, if you bring LRMs, you should probably be using them there, buuuuuut you're going to effectively be more fragile because of it.
    Bizazedo wrote: »
    I keep telling myself to get back into this, but it has seriously been years. Is there a lot to catch up on?
    Sort of. The main thing to do would be to check the Quirk list for the mechs you own, because that's going to influence them towards certain builds and away from others.

    Uh..LRMs don't prevent you from torso twisting at all

    I think Spectrum is referring to the need to maintain lock in order to ensure that your missiles hit their target. In which case, you're going to be face-tanking more than you would if you were using, say, PPCs or IS ACs (well...ACs bigger than 5s).

    Nope.

    unlock your arms, you can keep lock while torso twisting or doing cartwheels.

    I am High Priest of the LURM Temple, I know how to do lurms. :biggrin:

    Even unlocked, you're going to be looking away long enough to lose your lock while torso-twisting. Now, after you've twisted, yeah...you can just hold down ctrl and waggle your arms to your heart's content. But that'll just mean that you're not twisting so much as locking in your twisted torso at an odd angle. Unless, of course, you've discovered a means to lock your targeting pip on a target while you're simultaneously twisting around (i.e. separating torso-twisting from reticle movement).

    As an aside, that setting was one of the first things I unchecked when I first booted up the game during the beta. I mean, seriously...locking your arms to your torso? Why even bother having arms at that point?

    Unlocked arms let you keep reticule on target while you are twisting.

    Not in a Catapult.

    XNnw6Gk.jpg
  • ErlkönigErlkönig Seattle, WARegistered User regular
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Spectrum wrote: »
    Buttcleft wrote: »
    LRMs are powerful, regardless of opinion, when used properly.. That is, when they are used from 250-450m. They are a medium range weapon in the field that PGI has developed, not a long range weapon. Completely viable, and dangerous when deployed properly.
    Not really. LRMs prevent you from torsotwisting even at medium range. Yes, if you bring LRMs, you should probably be using them there, buuuuuut you're going to effectively be more fragile because of it.
    Bizazedo wrote: »
    I keep telling myself to get back into this, but it has seriously been years. Is there a lot to catch up on?
    Sort of. The main thing to do would be to check the Quirk list for the mechs you own, because that's going to influence them towards certain builds and away from others.

    Uh..LRMs don't prevent you from torso twisting at all

    I think Spectrum is referring to the need to maintain lock in order to ensure that your missiles hit their target. In which case, you're going to be face-tanking more than you would if you were using, say, PPCs or IS ACs (well...ACs bigger than 5s).

    Nope.

    unlock your arms, you can keep lock while torso twisting or doing cartwheels.

    I am High Priest of the LURM Temple, I know how to do lurms. :biggrin:

    Even unlocked, you're going to be looking away long enough to lose your lock while torso-twisting. Now, after you've twisted, yeah...you can just hold down ctrl and waggle your arms to your heart's content. But that'll just mean that you're not twisting so much as locking in your twisted torso at an odd angle. Unless, of course, you've discovered a means to lock your targeting pip on a target while you're simultaneously twisting around (i.e. separating torso-twisting from reticle movement).

    As an aside, that setting was one of the first things I unchecked when I first booted up the game during the beta. I mean, seriously...locking your arms to your torso? Why even bother having arms at that point?

    Unlocked arms let you keep reticule on target while you are twisting.

    Unlocked arms don't result in sticky targeting. If you twist with arms unlocked, you'll just see your fire move quicker off-target. As somebody who never slaves my arms to my torso, PPCs or ACs are my primary weapons of choice if I intend to do a lot of twisting...because seeing my beams burn a line from ST, through CT, onto the other ST, and an arm drives me insane - and all because I'm trying to torso twist around to spread around incoming damage.

    Twisting with arms unlocked moves your reticle to the side you're twisting towards. If you can aim your arms in the opposite direction you're twisting towards (or have learned the ability to lock your arm reticle on a target while twisting), you're going to have to share that knowledge.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • ButtcleftButtcleft Registered User regular
    edited January 2017
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Spectrum wrote: »
    Buttcleft wrote: »
    LRMs are powerful, regardless of opinion, when used properly.. That is, when they are used from 250-450m. They are a medium range weapon in the field that PGI has developed, not a long range weapon. Completely viable, and dangerous when deployed properly.
    Not really. LRMs prevent you from torsotwisting even at medium range. Yes, if you bring LRMs, you should probably be using them there, buuuuuut you're going to effectively be more fragile because of it.
    Bizazedo wrote: »
    I keep telling myself to get back into this, but it has seriously been years. Is there a lot to catch up on?
    Sort of. The main thing to do would be to check the Quirk list for the mechs you own, because that's going to influence them towards certain builds and away from others.

    Uh..LRMs don't prevent you from torso twisting at all

    I think Spectrum is referring to the need to maintain lock in order to ensure that your missiles hit their target. In which case, you're going to be face-tanking more than you would if you were using, say, PPCs or IS ACs (well...ACs bigger than 5s).

    Nope.

    unlock your arms, you can keep lock while torso twisting or doing cartwheels.

    I am High Priest of the LURM Temple, I know how to do lurms. :biggrin:

    Even unlocked, you're going to be looking away long enough to lose your lock while torso-twisting. Now, after you've twisted, yeah...you can just hold down ctrl and waggle your arms to your heart's content. But that'll just mean that you're not twisting so much as locking in your twisted torso at an odd angle. Unless, of course, you've discovered a means to lock your targeting pip on a target while you're simultaneously twisting around (i.e. separating torso-twisting from reticle movement).

    As an aside, that setting was one of the first things I unchecked when I first booted up the game during the beta. I mean, seriously...locking your arms to your torso? Why even bother having arms at that point?

    Unlocked arms let you keep reticule on target while you are twisting.

    Unlocked arms don't result in sticky targeting. If you twist with arms unlocked, you'll just see your fire move quicker off-target. As somebody who never slaves my arms to my torso, PPCs or ACs are my primary weapons of choice if I intend to do a lot of twisting...because seeing my beams burn a line from ST, through CT, onto the other ST, and an arm drives me insane - and all because I'm trying to torso twist around to spread around incoming damage.

    Twisting with arms unlocked moves your reticle to the side you're twisting towards. If you can aim your arms in the opposite direction you're twisting towards (or have learned the ability to lock your arm reticle on a target while twisting), you're going to have to share that knowledge.

    just hold shift and move your mouse opposite of the direction you are twisting.

    I didn't think this was some kind of lost eldritch knowledge. :bigfrown:

    Buttcleft on
  • ErlkönigErlkönig Seattle, WARegistered User regular
    edited January 2017
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Spectrum wrote: »
    Buttcleft wrote: »
    LRMs are powerful, regardless of opinion, when used properly.. That is, when they are used from 250-450m. They are a medium range weapon in the field that PGI has developed, not a long range weapon. Completely viable, and dangerous when deployed properly.
    Not really. LRMs prevent you from torsotwisting even at medium range. Yes, if you bring LRMs, you should probably be using them there, buuuuuut you're going to effectively be more fragile because of it.
    Bizazedo wrote: »
    I keep telling myself to get back into this, but it has seriously been years. Is there a lot to catch up on?
    Sort of. The main thing to do would be to check the Quirk list for the mechs you own, because that's going to influence them towards certain builds and away from others.

    Uh..LRMs don't prevent you from torso twisting at all

    I think Spectrum is referring to the need to maintain lock in order to ensure that your missiles hit their target. In which case, you're going to be face-tanking more than you would if you were using, say, PPCs or IS ACs (well...ACs bigger than 5s).

    Nope.

    unlock your arms, you can keep lock while torso twisting or doing cartwheels.

    I am High Priest of the LURM Temple, I know how to do lurms. :biggrin:

    Even unlocked, you're going to be looking away long enough to lose your lock while torso-twisting. Now, after you've twisted, yeah...you can just hold down ctrl and waggle your arms to your heart's content. But that'll just mean that you're not twisting so much as locking in your twisted torso at an odd angle. Unless, of course, you've discovered a means to lock your targeting pip on a target while you're simultaneously twisting around (i.e. separating torso-twisting from reticle movement).

    As an aside, that setting was one of the first things I unchecked when I first booted up the game during the beta. I mean, seriously...locking your arms to your torso? Why even bother having arms at that point?

    Unlocked arms let you keep reticule on target while you are twisting.

    Unlocked arms don't result in sticky targeting. If you twist with arms unlocked, you'll just see your fire move quicker off-target. As somebody who never slaves my arms to my torso, PPCs or ACs are my primary weapons of choice if I intend to do a lot of twisting...because seeing my beams burn a line from ST, through CT, onto the other ST, and an arm drives me insane - and all because I'm trying to torso twist around to spread around incoming damage.

    Twisting with arms unlocked moves your reticle to the side you're twisting towards. If you can aim your arms in the opposite direction you're twisting towards (or have learned the ability to lock your arm reticle on a target while twisting), you're going to have to share that knowledge.

    just hold shift and move your mouse opposite of the direction you are twisting.

    I didn't think this was some kind of lost eldritch knowledge. :bigfrown:

    Hold shift as in to de-lock arms? Because I don't run with locked arms...ever. And that's not how delocked arms work. Wherever you waggle the mouse (even slightly off from your center), your torso follows. In other words, instead of arms being slaved to your torso, your torso becomes slaved to your arms (to the extent of their rotational speed and limits).

    EDIT - the only way that I've ever gotten delocked arms to work as you've just described is to enable free-look...but that doesn't move your torso, so it wouldn't help with torso twisting.

    Erlkönig on
    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • ButtcleftButtcleft Registered User regular
    edited January 2017
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Spectrum wrote: »
    Buttcleft wrote: »
    LRMs are powerful, regardless of opinion, when used properly.. That is, when they are used from 250-450m. They are a medium range weapon in the field that PGI has developed, not a long range weapon. Completely viable, and dangerous when deployed properly.
    Not really. LRMs prevent you from torsotwisting even at medium range. Yes, if you bring LRMs, you should probably be using them there, buuuuuut you're going to effectively be more fragile because of it.
    Bizazedo wrote: »
    I keep telling myself to get back into this, but it has seriously been years. Is there a lot to catch up on?
    Sort of. The main thing to do would be to check the Quirk list for the mechs you own, because that's going to influence them towards certain builds and away from others.

    Uh..LRMs don't prevent you from torso twisting at all

    I think Spectrum is referring to the need to maintain lock in order to ensure that your missiles hit their target. In which case, you're going to be face-tanking more than you would if you were using, say, PPCs or IS ACs (well...ACs bigger than 5s).

    Nope.

    unlock your arms, you can keep lock while torso twisting or doing cartwheels.

    I am High Priest of the LURM Temple, I know how to do lurms. :biggrin:

    Even unlocked, you're going to be looking away long enough to lose your lock while torso-twisting. Now, after you've twisted, yeah...you can just hold down ctrl and waggle your arms to your heart's content. But that'll just mean that you're not twisting so much as locking in your twisted torso at an odd angle. Unless, of course, you've discovered a means to lock your targeting pip on a target while you're simultaneously twisting around (i.e. separating torso-twisting from reticle movement).

    As an aside, that setting was one of the first things I unchecked when I first booted up the game during the beta. I mean, seriously...locking your arms to your torso? Why even bother having arms at that point?

    Unlocked arms let you keep reticule on target while you are twisting.

    Unlocked arms don't result in sticky targeting. If you twist with arms unlocked, you'll just see your fire move quicker off-target. As somebody who never slaves my arms to my torso, PPCs or ACs are my primary weapons of choice if I intend to do a lot of twisting...because seeing my beams burn a line from ST, through CT, onto the other ST, and an arm drives me insane - and all because I'm trying to torso twist around to spread around incoming damage.

    Twisting with arms unlocked moves your reticle to the side you're twisting towards. If you can aim your arms in the opposite direction you're twisting towards (or have learned the ability to lock your arm reticle on a target while twisting), you're going to have to share that knowledge.

    just hold shift and move your mouse opposite of the direction you are twisting.

    I didn't think this was some kind of lost eldritch knowledge. :bigfrown:

    Hold shift as in to de-lock arms? Because I don't run with locked arms...ever. And that's not how delocked arms work. Wherever you waggle the mouse (even slightly off from your center), your torso follows. In other words, instead of arms being slaved to your torso, your torso becomes slaved to your arms (to the extent of their rotational speed and limits).

    No it doesn't, if you hold shift.

    edit
    Oh wait, you gotta hold ctrl-shift.

    Buttcleft on
  • ErlkönigErlkönig Seattle, WARegistered User regular
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Spectrum wrote: »
    Buttcleft wrote: »
    LRMs are powerful, regardless of opinion, when used properly.. That is, when they are used from 250-450m. They are a medium range weapon in the field that PGI has developed, not a long range weapon. Completely viable, and dangerous when deployed properly.
    Not really. LRMs prevent you from torsotwisting even at medium range. Yes, if you bring LRMs, you should probably be using them there, buuuuuut you're going to effectively be more fragile because of it.
    Bizazedo wrote: »
    I keep telling myself to get back into this, but it has seriously been years. Is there a lot to catch up on?
    Sort of. The main thing to do would be to check the Quirk list for the mechs you own, because that's going to influence them towards certain builds and away from others.

    Uh..LRMs don't prevent you from torso twisting at all

    I think Spectrum is referring to the need to maintain lock in order to ensure that your missiles hit their target. In which case, you're going to be face-tanking more than you would if you were using, say, PPCs or IS ACs (well...ACs bigger than 5s).

    Nope.

    unlock your arms, you can keep lock while torso twisting or doing cartwheels.

    I am High Priest of the LURM Temple, I know how to do lurms. :biggrin:

    Even unlocked, you're going to be looking away long enough to lose your lock while torso-twisting. Now, after you've twisted, yeah...you can just hold down ctrl and waggle your arms to your heart's content. But that'll just mean that you're not twisting so much as locking in your twisted torso at an odd angle. Unless, of course, you've discovered a means to lock your targeting pip on a target while you're simultaneously twisting around (i.e. separating torso-twisting from reticle movement).

    As an aside, that setting was one of the first things I unchecked when I first booted up the game during the beta. I mean, seriously...locking your arms to your torso? Why even bother having arms at that point?

    Unlocked arms let you keep reticule on target while you are twisting.

    Unlocked arms don't result in sticky targeting. If you twist with arms unlocked, you'll just see your fire move quicker off-target. As somebody who never slaves my arms to my torso, PPCs or ACs are my primary weapons of choice if I intend to do a lot of twisting...because seeing my beams burn a line from ST, through CT, onto the other ST, and an arm drives me insane - and all because I'm trying to torso twist around to spread around incoming damage.

    Twisting with arms unlocked moves your reticle to the side you're twisting towards. If you can aim your arms in the opposite direction you're twisting towards (or have learned the ability to lock your arm reticle on a target while twisting), you're going to have to share that knowledge.

    just hold shift and move your mouse opposite of the direction you are twisting.

    I didn't think this was some kind of lost eldritch knowledge. :bigfrown:

    Hold shift as in to de-lock arms? Because I don't run with locked arms...ever. And that's not how delocked arms work. Wherever you waggle the mouse (even slightly off from your center), your torso follows. In other words, instead of arms being slaved to your torso, your torso becomes slaved to your arms (to the extent of their rotational speed and limits).

    No it doesn't, if you hold shift.

    edit
    Oh wait, you gotta hold ctrl-shift.

    You've just described the combination of commands to 1) de-locking your mechs arms and 2) enabling free-look...which, as I mentioned above in my edit, doesn't help in any way with torso twisting (aside from locking your mech's torso cocked to the side).

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • ElvenshaeElvenshae Registered User regular
    @Erlkonig and everyone else:

    I think the default mappings are thus, but (if you have horizontal play in your arms; Catapults need not apply) ...

    Aim right with your mouse; this causes your arm reticle to move quickly to the right, and your torso reticle to eventually catch up.

    Then, hold CTRL and aim left with your mouse.

    Your arm reticle and your view will move left, but your torso will continue to aim right. This can result in you looking at the wall on the side of your cockpit.

    If you've got a lock-on weapon, keeping your arm reticle on your target will be enough to maintain lock, allowing you to "torso twist" while maintaining lock-on.

    Betsuni
  • ButtcleftButtcleft Registered User regular
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Spectrum wrote: »
    Buttcleft wrote: »
    LRMs are powerful, regardless of opinion, when used properly.. That is, when they are used from 250-450m. They are a medium range weapon in the field that PGI has developed, not a long range weapon. Completely viable, and dangerous when deployed properly.
    Not really. LRMs prevent you from torsotwisting even at medium range. Yes, if you bring LRMs, you should probably be using them there, buuuuuut you're going to effectively be more fragile because of it.
    Bizazedo wrote: »
    I keep telling myself to get back into this, but it has seriously been years. Is there a lot to catch up on?
    Sort of. The main thing to do would be to check the Quirk list for the mechs you own, because that's going to influence them towards certain builds and away from others.

    Uh..LRMs don't prevent you from torso twisting at all

    I think Spectrum is referring to the need to maintain lock in order to ensure that your missiles hit their target. In which case, you're going to be face-tanking more than you would if you were using, say, PPCs or IS ACs (well...ACs bigger than 5s).

    Nope.

    unlock your arms, you can keep lock while torso twisting or doing cartwheels.

    I am High Priest of the LURM Temple, I know how to do lurms. :biggrin:

    Even unlocked, you're going to be looking away long enough to lose your lock while torso-twisting. Now, after you've twisted, yeah...you can just hold down ctrl and waggle your arms to your heart's content. But that'll just mean that you're not twisting so much as locking in your twisted torso at an odd angle. Unless, of course, you've discovered a means to lock your targeting pip on a target while you're simultaneously twisting around (i.e. separating torso-twisting from reticle movement).

    As an aside, that setting was one of the first things I unchecked when I first booted up the game during the beta. I mean, seriously...locking your arms to your torso? Why even bother having arms at that point?

    Unlocked arms let you keep reticule on target while you are twisting.

    Unlocked arms don't result in sticky targeting. If you twist with arms unlocked, you'll just see your fire move quicker off-target. As somebody who never slaves my arms to my torso, PPCs or ACs are my primary weapons of choice if I intend to do a lot of twisting...because seeing my beams burn a line from ST, through CT, onto the other ST, and an arm drives me insane - and all because I'm trying to torso twist around to spread around incoming damage.

    Twisting with arms unlocked moves your reticle to the side you're twisting towards. If you can aim your arms in the opposite direction you're twisting towards (or have learned the ability to lock your arm reticle on a target while twisting), you're going to have to share that knowledge.

    just hold shift and move your mouse opposite of the direction you are twisting.

    I didn't think this was some kind of lost eldritch knowledge. :bigfrown:

    Hold shift as in to de-lock arms? Because I don't run with locked arms...ever. And that's not how delocked arms work. Wherever you waggle the mouse (even slightly off from your center), your torso follows. In other words, instead of arms being slaved to your torso, your torso becomes slaved to your arms (to the extent of their rotational speed and limits).

    No it doesn't, if you hold shift.

    edit
    Oh wait, you gotta hold ctrl-shift.

    You've just described the combination of commands to 1) de-locking your mechs arms and 2) enabling free-look...which, as I mentioned above in my edit, doesn't help in any way with torso twisting (aside from locking your mech's torso cocked to the side).

    It lets you torso twist while keeping lock on the target.

    ElvenshaeNips
  • ElvenshaeElvenshae Registered User regular
    In fact, you can even pull a pretty cool trick with this to launch LRMs around cover, if you've got an indirect fire solution (e.g., someone else maintaining LOS for you).

    Twist as far left as you can, then arm aim right to lock on to the target on the other side of the cover. Stay near the edge of the cover, and maintain your target lock with your arm reticle, and you can launch missiles ~90 degrees off-target, then watch them turn right around the cover and home in.

    BetsuniSpoit
  • ToxTox I kill threads he/himRegistered User regular
    It also probably matters whether or not you have both hand and lower arm actuators

    Twitter! | Dilige, et quod vis fac
    Elvenshae
  • McGibsMcGibs TorontoRegistered User regular
    yeah, i think if you use the freelook, it doesnt matter if your arms can twist or not. Just point your torso to the side and then look at your target with ctrl. The lock will stay.

    website_header.jpg
  • ErlkönigErlkönig Seattle, WARegistered User regular
    edited January 2017
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Spectrum wrote: »
    Buttcleft wrote: »
    LRMs are powerful, regardless of opinion, when used properly.. That is, when they are used from 250-450m. They are a medium range weapon in the field that PGI has developed, not a long range weapon. Completely viable, and dangerous when deployed properly.
    Not really. LRMs prevent you from torsotwisting even at medium range. Yes, if you bring LRMs, you should probably be using them there, buuuuuut you're going to effectively be more fragile because of it.
    Bizazedo wrote: »
    I keep telling myself to get back into this, but it has seriously been years. Is there a lot to catch up on?
    Sort of. The main thing to do would be to check the Quirk list for the mechs you own, because that's going to influence them towards certain builds and away from others.

    Uh..LRMs don't prevent you from torso twisting at all

    I think Spectrum is referring to the need to maintain lock in order to ensure that your missiles hit their target. In which case, you're going to be face-tanking more than you would if you were using, say, PPCs or IS ACs (well...ACs bigger than 5s).

    Nope.

    unlock your arms, you can keep lock while torso twisting or doing cartwheels.

    I am High Priest of the LURM Temple, I know how to do lurms. :biggrin:

    Even unlocked, you're going to be looking away long enough to lose your lock while torso-twisting. Now, after you've twisted, yeah...you can just hold down ctrl and waggle your arms to your heart's content. But that'll just mean that you're not twisting so much as locking in your twisted torso at an odd angle. Unless, of course, you've discovered a means to lock your targeting pip on a target while you're simultaneously twisting around (i.e. separating torso-twisting from reticle movement).

    As an aside, that setting was one of the first things I unchecked when I first booted up the game during the beta. I mean, seriously...locking your arms to your torso? Why even bother having arms at that point?

    Unlocked arms let you keep reticule on target while you are twisting.

    Unlocked arms don't result in sticky targeting. If you twist with arms unlocked, you'll just see your fire move quicker off-target. As somebody who never slaves my arms to my torso, PPCs or ACs are my primary weapons of choice if I intend to do a lot of twisting...because seeing my beams burn a line from ST, through CT, onto the other ST, and an arm drives me insane - and all because I'm trying to torso twist around to spread around incoming damage.

    Twisting with arms unlocked moves your reticle to the side you're twisting towards. If you can aim your arms in the opposite direction you're twisting towards (or have learned the ability to lock your arm reticle on a target while twisting), you're going to have to share that knowledge.

    just hold shift and move your mouse opposite of the direction you are twisting.

    I didn't think this was some kind of lost eldritch knowledge. :bigfrown:

    Hold shift as in to de-lock arms? Because I don't run with locked arms...ever. And that's not how delocked arms work. Wherever you waggle the mouse (even slightly off from your center), your torso follows. In other words, instead of arms being slaved to your torso, your torso becomes slaved to your arms (to the extent of their rotational speed and limits).

    No it doesn't, if you hold shift.

    edit
    Oh wait, you gotta hold ctrl-shift.

    You've just described the combination of commands to 1) de-locking your mechs arms and 2) enabling free-look...which, as I mentioned above in my edit, doesn't help in any way with torso twisting (aside from locking your mech's torso cocked to the side).

    It lets you torso twist while keeping lock on the target.

    I think our issue is that we're not using the same definition for "torso twisting." For me, torso twisting is not keeping your torso in one static position. For me, the word "twisting" implies the active act of twisting the torso. When you press control to free-look, you're not twisting...you've just twisted your torso. Twisted just means one of your STs is going to take more damage instead of spreading the damage around to RST, LST, and CT that you'd get from actively twisting.
    Elvenshae wrote: »
    In fact, you can even pull a pretty cool trick with this to launch LRMs around cover, if you've got an indirect fire solution (e.g., someone else maintaining LOS for you).

    Twist as far left as you can, then arm aim right to lock on to the target on the other side of the cover. Stay near the edge of the cover, and maintain your target lock with your arm reticle, and you can launch missiles ~90 degrees off-target, then watch them turn right around the cover and home in.

    Yup, I've done this trick the handful of times I've used LRMs.

    Erlkönig on
    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
    Kaboodles_The_Assassin
  • ElvenshaeElvenshae Registered User regular
    Tox wrote: »
    It also probably matters whether or not you have both hand and lower arm actuators

    All you need is the lower arm, actually. Hand actuators just give a little more oomph to the lower arm.

  • GlalGlal AiredaleRegistered User regular
    Spectrum wrote: »
    LRMs are fine for people who are not blessed with the ability to contribute as well with direct fire weapons due to accuracy issues, torso twisting issues, knowing how to use cover, or any number of other laser related issues. If they're playing for fun I'd rather see them doing at least something with LRMs, frustrating as it is to be playing along side them, then see them do no damage at all with lasers or ACs or whatever.
    It's-a me! Splatoonio! My lasers will paint your mech so evenly you'll swear it's intentional.

    ElvenshaeToxBRIAN BLESSEDBasilMegaMek
  • Kaboodles_The_AssassinKaboodles_The_Assassin Kill the meat. Save the metal.Registered User regular
    edited January 2017
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    Buttcleft wrote: »
    Spectrum wrote: »
    Buttcleft wrote: »
    LRMs are powerful, regardless of opinion, when used properly.. That is, when they are used from 250-450m. They are a medium range weapon in the field that PGI has developed, not a long range weapon. Completely viable, and dangerous when deployed properly.
    Not really. LRMs prevent you from torsotwisting even at medium range. Yes, if you bring LRMs, you should probably be using them there, buuuuuut you're going to effectively be more fragile because of it.
    Bizazedo wrote: »
    I keep telling myself to get back into this, but it has seriously been years. Is there a lot to catch up on?
    Sort of. The main thing to do would be to check the Quirk list for the mechs you own, because that's going to influence them towards certain builds and away from others.

    Uh..LRMs don't prevent you from torso twisting at all

    I think Spectrum is referring to the need to maintain lock in order to ensure that your missiles hit their target. In which case, you're going to be face-tanking more than you would if you were using, say, PPCs or IS ACs (well...ACs bigger than 5s).

    Nope.

    unlock your arms, you can keep lock while torso twisting or doing cartwheels.

    I am High Priest of the LURM Temple, I know how to do lurms. :biggrin:

    Even unlocked, you're going to be looking away long enough to lose your lock while torso-twisting. Now, after you've twisted, yeah...you can just hold down ctrl and waggle your arms to your heart's content. But that'll just mean that you're not twisting so much as locking in your twisted torso at an odd angle. Unless, of course, you've discovered a means to lock your targeting pip on a target while you're simultaneously twisting around (i.e. separating torso-twisting from reticle movement).

    As an aside, that setting was one of the first things I unchecked when I first booted up the game during the beta. I mean, seriously...locking your arms to your torso? Why even bother having arms at that point?

    Unlocked arms let you keep reticule on target while you are twisting.

    Unlocked arms don't result in sticky targeting. If you twist with arms unlocked, you'll just see your fire move quicker off-target. As somebody who never slaves my arms to my torso, PPCs or ACs are my primary weapons of choice if I intend to do a lot of twisting...because seeing my beams burn a line from ST, through CT, onto the other ST, and an arm drives me insane - and all because I'm trying to torso twist around to spread around incoming damage.

    Twisting with arms unlocked moves your reticle to the side you're twisting towards. If you can aim your arms in the opposite direction you're twisting towards (or have learned the ability to lock your arm reticle on a target while twisting), you're going to have to share that knowledge.

    just hold shift and move your mouse opposite of the direction you are twisting.

    I didn't think this was some kind of lost eldritch knowledge. :bigfrown:

    Hold shift as in to de-lock arms? Because I don't run with locked arms...ever. And that's not how delocked arms work. Wherever you waggle the mouse (even slightly off from your center), your torso follows. In other words, instead of arms being slaved to your torso, your torso becomes slaved to your arms (to the extent of their rotational speed and limits).

    No it doesn't, if you hold shift.

    edit
    Oh wait, you gotta hold ctrl-shift.

    You've just described the combination of commands to 1) de-locking your mechs arms and 2) enabling free-look...which, as I mentioned above in my edit, doesn't help in any way with torso twisting (aside from locking your mech's torso cocked to the side).

    It lets you torso twist while keeping lock on the target.

    It enables you to lock your torso orientation while aiming your arm reticle. That's not equivalent to twisting to mitigate damage, because your torso is stationary. It doesn't let you spread laser or sustained AC fire between your components like proper twisting does. All it does is focus all your damage taken on one arm or ST, which is not necessarily the best move.

    That technique is pretty useful for lobbing torso-mounted LRMs around obstacles or over close walls, though

    Kaboodles_The_Assassin on
    sXXjb1B.png
    Erlkönig
  • SpectrumSpectrum Archer of Inferno Chaldea Rec RoomRegistered User regular
    Did somebody say Centurions? (Look a TK off 11 damage isn't my fault, he stepped right in front as my lasers were going.)

    https://youtu.be/Q9TfF6DXxsU

    szZq7GY.jpg

    XNnw6Gk.jpg
    BasilBRIAN BLESSEDElvenshae
  • ToxTox I kill threads he/himRegistered User regular
    Is there a mech you don't put up ridiculous damage numbers in?

    Twitter! | Dilige, et quod vis fac
  • BRIAN BLESSEDBRIAN BLESSED Maybe you aren't SPEAKING LOUDLY ENOUGHHH Registered User regular
    To be fair, the 3LPL CN9AL is kind of a beast

    ElvenshaenonoffensiveKonphujun
  • SpectrumSpectrum Archer of Inferno Chaldea Rec RoomRegistered User regular
    Tox wrote: »
    Is there a mech you don't put up ridiculous damage numbers in?
    Chassis that are irredeemable piles of shit like the CTF-2X and CTF-4X. A lot of my deliberately non-meta builds don't perform nearly as well when I build them that way solely to not have, for example, three Stalkers boating LL/LPL and want to try and use missiles or PPCs or something. I wouldn't ordinarily consider myself the greatest Light pilot, I actually tend to get a little suicidal+bloodthirsty and want to brawl and/or slow down to sit in someone's back when I really shouldn't.

    XNnw6Gk.jpg
    Basil
  • ToxTox I kill threads he/himRegistered User regular
    Spectrum wrote: »
    Tox wrote: »
    Is there a mech you don't put up ridiculous damage numbers in?
    Chassis that are irredeemable piles of shit like the CTF-2X and CTF-4X. A lot of my deliberately non-meta builds don't perform nearly as well when I build them that way solely to not have, for example, three Stalkers boating LL/LPL and want to try and use missiles or PPCs or something. I wouldn't ordinarily consider myself the greatest Light pilot, I actually tend to get a little suicidal+bloodthirsty and want to brawl and/or slow down to sit in someone's back when I really shouldn't.

    Yeah I noticed in that Locust video. At one point I was like "welp you're braver than I am"

    Twitter! | Dilige, et quod vis fac
    Spoit
  • nonoffensivenonoffensive Registered User regular
    To be fair, the 3LPL CN9AL is kind of a beast

    The Centurions are a perfect example of the de-quirkening. Kind of like Dragons, the Centurions relied on big ballistic quirks to make them worth running. When that got taken away, they kinda turned into a Hunchback with less energy hardpoints, oh but wait, Hunchbacks have better quirks and hardpoints :P The AL has enough hardpoints and the quirks to run 3 LPL, the staple build of the IS from Mediums all the way up to Assaults. -10% beam duration, -20% energy heat? Yes please. Only thing its missing is a range quirk.

    The Enforcer is close competition, but has a lower engine cap that even Jump Jets can't make up for. Still, I'd recommend the Hunchback 4P or Enforcer 4R in most cases outside scouting. You can run the same XL275 build on the Enforcer 5D, but you miss out on the insane heat quirk.

    Elvenshae
  • ButtcleftButtcleft Registered User regular
    Enforcers are superior in practically every regard, compared to Centurions.

    Enforcers are smaller than Centurions, meaning easier to get cover, easier to go unseen, etc
    They have jumpjets, massively aiding in mobility
    They are vastly superior when it comes to hardpoints. They don't have missiles, but the number of energy hardpoints they have more than make up for it.
    Solid quirks.
    Greater Variety of build options.

    If I was given a choice, I'd aways run Enforcers.

  • Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    the ENF-4R is a fun little energyboat; the rest of them I didn't really take to. It's about as fast as the AL, it's quirks are better and it jumps, but it doesn't get all the structure silliness which can be kind of amusing in QP games.

    NREqxl5.jpg
    hold your head high soldier, it ain't over yet
    that's why we call it the struggle, you're supposed to sweat
  • ErlkönigErlkönig Seattle, WARegistered User regular
    To be fair, the 3LPL CN9AL is kind of a beast

    The Centurions are a perfect example of the de-quirkening. Kind of like Dragons, the Centurions relied on big ballistic quirks to make them worth running. When that got taken away, they kinda turned into a Hunchback with less energy hardpoints, oh but wait, Hunchbacks have better quirks and hardpoints :P The AL has enough hardpoints and the quirks to run 3 LPL, the staple build of the IS from Mediums all the way up to Assaults. -10% beam duration, -20% energy heat? Yes please. Only thing its missing is a range quirk.

    The Enforcer is close competition, but has a lower engine cap that even Jump Jets can't make up for. Still, I'd recommend the Hunchback 4P or Enforcer 4R in most cases outside scouting. You can run the same XL275 build on the Enforcer 5D, but you miss out on the insane heat quirk.

    I'm curious: why not go with a XL295 with that triple-lipple Enforcer build? It basically looks like it'd be a faster BJ-Arrow.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • ButtcleftButtcleft Registered User regular
    edited January 2017
    Erlkönig wrote: »
    To be fair, the 3LPL CN9AL is kind of a beast

    The Centurions are a perfect example of the de-quirkening. Kind of like Dragons, the Centurions relied on big ballistic quirks to make them worth running. When that got taken away, they kinda turned into a Hunchback with less energy hardpoints, oh but wait, Hunchbacks have better quirks and hardpoints :P The AL has enough hardpoints and the quirks to run 3 LPL, the staple build of the IS from Mediums all the way up to Assaults. -10% beam duration, -20% energy heat? Yes please. Only thing its missing is a range quirk.

    The Enforcer is close competition, but has a lower engine cap that even Jump Jets can't make up for. Still, I'd recommend the Hunchback 4P or Enforcer 4R in most cases outside scouting. You can run the same XL275 build on the Enforcer 5D, but you miss out on the insane heat quirk.

    I'm curious: why not go with a XL295 with that triple-lipple Enforcer build? It basically looks like it'd be a faster BJ-Arrow.

    Cooked this up in about 10 seconds.
    ENF-5D 3xLPL XL295

    Buttcleft on
  • ErlkönigErlkönig Seattle, WARegistered User regular
    Buttcleft wrote: »
    Erlkönig wrote: »
    To be fair, the 3LPL CN9AL is kind of a beast

    The Centurions are a perfect example of the de-quirkening. Kind of like Dragons, the Centurions relied on big ballistic quirks to make them worth running. When that got taken away, they kinda turned into a Hunchback with less energy hardpoints, oh but wait, Hunchbacks have better quirks and hardpoints :P The AL has enough hardpoints and the quirks to run 3 LPL, the staple build of the IS from Mediums all the way up to Assaults. -10% beam duration, -20% energy heat? Yes please. Only thing its missing is a range quirk.

    The Enforcer is close competition, but has a lower engine cap that even Jump Jets can't make up for. Still, I'd recommend the Hunchback 4P or Enforcer 4R in most cases outside scouting. You can run the same XL275 build on the Enforcer 5D, but you miss out on the insane heat quirk.

    I'm curious: why not go with a XL295 with that triple-lipple Enforcer build? It basically looks like it'd be a faster BJ-Arrow.

    Cooked this up in about 10 seconds.
    ENF-5D 3xLPL XL295

    Yeah, that's the build I came up with too. Was just wondering why nonoffensive was stopping at 275.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • nonoffensivenonoffensive Registered User regular
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    To be fair, the 3LPL CN9AL is kind of a beast

    The Centurions are a perfect example of the de-quirkening. Kind of like Dragons, the Centurions relied on big ballistic quirks to make them worth running. When that got taken away, they kinda turned into a Hunchback with less energy hardpoints, oh but wait, Hunchbacks have better quirks and hardpoints :P The AL has enough hardpoints and the quirks to run 3 LPL, the staple build of the IS from Mediums all the way up to Assaults. -10% beam duration, -20% energy heat? Yes please. Only thing its missing is a range quirk.

    The Enforcer is close competition, but has a lower engine cap that even Jump Jets can't make up for. Still, I'd recommend the Hunchback 4P or Enforcer 4R in most cases outside scouting. You can run the same XL275 build on the Enforcer 5D, but you miss out on the insane heat quirk.

    I'm curious: why not go with a XL295 with that triple-lipple Enforcer build? It basically looks like it'd be a faster BJ-Arrow.

    Cooked this up in about 10 seconds.
    ENF-5D 3xLPL XL295

    Yeah, that's the build I came up with too. Was just wondering why nonoffensive was stopping at 275.

    Eh, I dunno, we were talking about Centurions and I've got so many XL275's sitting around it seemed like something people could throw together without too much trouble. You get a couple extra DHS which seemed reasonable given the heat quirks you lose.

    BRIAN BLESSED
  • ErlkönigErlkönig Seattle, WARegistered User regular
    Erlkönig wrote: »
    Buttcleft wrote: »
    Erlkönig wrote: »
    To be fair, the 3LPL CN9AL is kind of a beast

    The Centurions are a perfect example of the de-quirkening. Kind of like Dragons, the Centurions relied on big ballistic quirks to make them worth running. When that got taken away, they kinda turned into a Hunchback with less energy hardpoints, oh but wait, Hunchbacks have better quirks and hardpoints :P The AL has enough hardpoints and the quirks to run 3 LPL, the staple build of the IS from Mediums all the way up to Assaults. -10% beam duration, -20% energy heat? Yes please. Only thing its missing is a range quirk.

    The Enforcer is close competition, but has a lower engine cap that even Jump Jets can't make up for. Still, I'd recommend the Hunchback 4P or Enforcer 4R in most cases outside scouting. You can run the same XL275 build on the Enforcer 5D, but you miss out on the insane heat quirk.

    I'm curious: why not go with a XL295 with that triple-lipple Enforcer build? It basically looks like it'd be a faster BJ-Arrow.

    Cooked this up in about 10 seconds.
    ENF-5D 3xLPL XL295

    Yeah, that's the build I came up with too. Was just wondering why nonoffensive was stopping at 275.

    Eh, I dunno, we were talking about Centurions and I've got so many XL275's sitting around it seemed like something people could throw together without too much trouble. You get a couple extra DHS which seemed reasonable given the heat quirks you lose.

    Gotcha. One reason I kind of gravitated towards the XL295 on the Smurfy's build is that 1) it fits, and 2) I vaguely remembered that I have a XL295 sitting around from back when I would actually pilot my magnificent 1X robotBlackjack.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • ButtcleftButtcleft Registered User regular
    Personally I never run anything bigger than a 250XL in my enforcers to maximize weight free for weapons.

  • Kaboodles_The_AssassinKaboodles_The_Assassin Kill the meat. Save the metal.Registered User regular
    edited January 2017
    concept-javelin-special.png

    Nasty close-range mech.

    $15 for standard and $30 for collector pack. $10 bucks each for hero and reinforcements. Still not a very good value proposition compared to the heavy mech packs.

    And of course PGI put the ECM and laserboat variants in the reinforcement pack.

    Kaboodles_The_Assassin on
    sXXjb1B.png
  • nonoffensivenonoffensive Registered User regular
    edited January 2017
    I enjoy how IS mechs can have ECM or jump jets but not both. Now that its personal stealth armor in a box, its really frustrating that we'll never get the assassin Cheetah equivalent the Clans have. Its dependence on ammo is another huge drawback. I also expect it to get absolute shit quirks. Its has a niche as a 30 ton missile boat IS light, but pales in comparison to the ACH.

    Also, considering this is a 30 ton light with no XLs, no Endo, no Ferro and no Double Heat sinks on most variants, all for a barely altered 15-50 dollar asking price, they should really be throwing in more CBills in the pre-order bonus than the default 6.5mil.

    https://mwomercs.com/javelin

    nonoffensive on
    Gnome-Interruptus
  • ToxTox I kill threads he/himRegistered User regular
    Hardpoint configurations annoy me. From a practical standpoint, missiles should go in the arms, and lasers in the torso. That way, when you run out of ammo or inevitably get your arms shot off, you've still got lasers :P

    Twitter! | Dilige, et quod vis fac
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