See the most amazing announcement in Oosik Irregulars history here, by the lead developer of CGL! The Oosiks are going to become canon!
Reactor...online. Sensors...online. Weapons...online. All systems nominal.
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/ea3spOtjLmIUP TO THE MOMENT NEWS
Current Patch: May 2017:
The revamped Skill Tree system has arrived.NEWS ARCHIVE
January 24, 2017 -
Bushwacker launchDecember 2016 - Faction Play update, Escort Game Mode, Marauder IIC, and more.November 2016 - Linebacker, Clan Heroes, and more.October 18, 2016 - Huntsman, Terra Therma Update, and more.September 20, 2016 - Stock 'Mech mode for Private Matches, Night Gyr Launch, and more.August 23, 2016 - Cyclops, Crimson Strait update, MOAR decals, and more.July 19, 2016 - Viper, Supply Caches, Bog update, and DECALS!June Patch Notes: New 'Mechs, 'Mech Rescaling, Feature UpdateMay Patch Notes: Kodiak Launch The April patch arriveth, with hundreds of changes and Faction Warfare Phase 3The March patch dropped, with the launch of the Archer, a new maps, updated 2k 'Mech Textures, and more!Russ posted the March 2016 roadmap, with glimpses into the future of the Archer release, a new Game Mode, tweaks to Conquest and Assault, and more.The February Patch notes, marking the release of the Rifleman!The Jan-19 patch drops the Warhammer, a new map in Polar Highlands, and continued bugfixes.
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 six game modes:
- 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.
- For Incursion, which is similar to Assault, each team controls a base with fixed and destructible defenses (turrets, walls, etc.). Three command vehicles in each team's base must be destroyed for total victory.
- 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.
- Domination focuses on controlling a central zone on a map, with tertiary objectives to destroy. If a team is uncontested in the zone, their timer decrements until victory; destroying the tertiary objectives adds time back to the timer.
- Escort pits one team as the Defenders, escorting a (hilariously over-armored) VIP Atlas across the map. Meanwhile, the opposing Attackers attempt to destroy the VIP.
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.
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
@KashaarWhat'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
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:
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.
GOOD HUNTING, MECHWARRIORS.
A big thanks to
@TOGSolid for the last OP, upon which this one is heavily based. Thanks Tog!
Posts
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.
(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:
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!
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.
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.
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.
How in the heck are the maps determined for a Faction Warfare match?
Courtesy of my friend and yours, @Gnome-Interruptus:
For the image-inclined:
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
Thanks to @Kaboodles_The_Assassin, @Gnome-Interruptus, and @Konphujun for some of these helpful tips!
Maybe that was the real money one. Whups. Guess it's an ERPPC in each arm and ECM/JJs for me~
3DS FCode: 1993-7512-8991
I'd like to see a timelapse of every CW season since then, in comparison, to see how badly the IS nerfs hindered our ability to fight.
Another good build is to replace the er-ppc with clpl
There is a video floating around where someone pulled 1400+ damage with a shadowcat with 2x lpl in a skirmish match.
MWO: Adamski
But is that with one in each arm? I was sure I saw builds with two in the same arm for torso-twist sponge and convergence issues.
3DS FCode: 1993-7512-8991
https://discord.gg/jJv88RA
Also I was looking at the ShadowCat earlier and I don't think there's a 2 energy hardpoint arm for any of them. If there was I'd run 4xMPLs
It's mostly that we've spent lots of time in those 30 minute matches to suffer defeat after agonizing defeat for so long that even summoning up the effort to queue into it is exhausting.
Spend 2 years doing it, while constantly getting fucked up the ass by the devs who destroy any IS mech that does even somewhat decently in CW, all the while dealing with defeat after defeat, secure in the knowledge that no matter how good your individual group may be performing, its all for naught because the clans will win the planet, the clans will push to terra, the clans will take tukkayid again, and there's nothing you can do to hope to prevent it, because you aren't Clan and as a result PGI just doesn't give a flying fuck about you.
It might be much better these days since nobody plays it. But when we were all running in it, there was always the coordinated 12 man on the other side (and usually it was the tryhard groups). So the only way we even had a fighting chance was to group up via the FRR Teamspeak channels and hope we got a good drop commander. Even then it was a wild and crazy time since our mechs were worse than theirs and 99% of the maps favored the clan's superiority of range (lots of snipe points). Eventually the FRR would figure out a great mech/mechs to use and we'd all roll with them punishing the clanners in brawls and rolling them. Then PGI would come along and nerf said mech/mechs so they'd be "more in line with the other mechs". Which translated to once again that mech would be sub-par or equal in usage as the worst clan mech. Then the clans would once again roll us.
Then PGI brought in the Long Tom, Radar Sweeps and Scouting and told us all that this was fun. So the clans, with their Streakcrows, Hunchback IIcs, and Arctic Cheetahs would decimate our poor Griffins, Jenners, and Oxides and thus winning both on all planets. The Long Tom was a weapon of mass destruction for the IS because the only way we had a chance to fight off the Clans was to bunch up and take them out. So now we had to spread apart as far as possible so we would only lose 2 mechs at best. But of course the Clans figured that out and would wait to push when the Long Tom would be firing leaving us to get rolled by their numbers or almost an entire wave blown up by the Long Tom. Then the IS got smart. We started to run light waves where a group of lights would huddle up and bum rush the Clans leaving the Long Tom to blow not only us up, but them as well. It was glorious and hilarious at the same time. So what did PGI do? They determined that the Long Tom was too overpowered and took it out.
But by then the damage was done. The constant beating on the poor IS left us a husk of what was once energy and excitement. So what you see before you now is probably a ghost town of what was once a fun end game event for most Mechwarriors.
Steam: betsuni7
and any time a parity is about to be reached between Clans and certain IS mechs, PGI comes in and smashes it in the head with a hammer, because only the clans are allowed to be good. Only the clans are allowed to win. Only the clans matter.
Speaking of clans, I think I'm going to run this beautiful piece of stupidity next time i play SCR-A 10xC-SPL 1xC-ERLL TC1
@Nips more things that need to be added to the OP about FW is Scouting which is now new. Along with Drop Decks (since we can now have multiple ones). Maybe I'll try my hand at writing something up about Scouting to add... when I get some time.
Steam: betsuni7
Roadmap for first quarter 2017
They're supposed to be putting it on the Public Test Server in the week or so, and going live in late February.
Frankly if they implement it by summer it'll be surprising to a lot of folks. They're also supposed to be advancing the timeline sometime this Summer, to some point in the 3060s.
PGI has a very bad record of being extremely late on these things, if they ever manage to do it at all. So if either of these two things gets done this year at all, it'll be considered a success, no matter how bad those things are ('mechs will likely be even more poorly balanced than they are now). If they do both? That'll be incredible.
For...Ya know... Reasons...
http://mwo.smurfy-net.de/ is a pretty great resource, if you're not already aware of it. Basically a 'mech builder for MWO.
To answer your question, the Awesome and Victor both have variants that can take a 400 rated engine and get up to 87.1 kph with Speed Tweak. You then get up to ~29 tons of loadout, assuming XL, ES, and FF max armor (and 14 free slots)
on the Clan side, the Marauder IIC can get up to 82 kph, with speed tweak and a 400 rated engine. The Gargoyle comes with a 400 XL and goes 87.1 with Speed Tweak.
the Zeus and Battlemaster are the only other Assaults that can break 80kph, and that's only with Speed Tweak, and all chassis of both can do it.
Gargoyle is the fastest Clan assault. 81kph normal, 87.1kph with tweak.
I was getting there!
What are the current weight limits for FW? I know there was a tweak recently, but don't remember to what values.
It's not two in one arm. It's one in the right arm and one in the right torso.
The lack of pods with stacked energy hardpoints is the reason mainstream clan players dislike the shadow cat. If they ever invented a variant with a ton of energy hardpoints, it would become the new Arctic cheetah overnight.
Armchair: 4098-3704-2012
IS is 265, I'm trying to find Clan but of course that's impossible in-game. Pretty sure it's 240, but not 100% sure.
edit: https://mwomercs.com/news/2016/12/1684-faction-play-tonnage-change-12152016
Per this I'm right unless someone can find a newer one.
With or without MASC?
Eh no anger here. I just haven't had the urge to play it anymore. If they had an event I might play it again but depends on if any if the old FRR folk are around anymore.
Steam: betsuni7
Don't forget their "fix" for 12-mans versus pugs was the split unit and non-unit pugs into separate queues so that unit pugs were more likely to come up against 12-mans, and the non-unit pugs couldn't play at all.
That was great.
I think that's what finally killed CW for me.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
Ooh, had not accounted for this. Executioner and Kodiak can get up to....82.6?kph That's actually mildly useful.
e: So all told, 8/19 Assault mechs can break the 80kph barrier, 4/11 IS, and 4/8 Clan mechs.
(I'm counting the SuperNova, even though we don't yet know it's max engine rating).
SuperNova max engine is 325 according to the site: https://mwomercs.com/supernova
Also I think I can get 90kph in the Kodiak Spirit Bear. Will have to clock myself one of these days.
Steam: betsuni7
I can have fun with it but not only do I tend to solo drop, but I look at it as a personal challenge to see if I can't help drag 11 screaming potatoes across the finish line in the face of superior foes.
325 max engine rating.
EDIT - nuts...beated. However! I'll go one step further! A 325 max engine gives it a top possible speed of 58.5kph (62.9 with tweak). This is using the Highlander IIC as a frame of reference (it's another 90 ton mech that has a 325 max engine rating).
Which is why I used the Highlander IIC. Both Highlander and SuperNova are 90t mechs with the same max engine rating. Which means they will have equal top speeds.
Turns out, if you have a dramatic increase in your number of weapons and heatsinks, you kill enemies much faster and thus, take less damage (death being the best CC and all). I don't think I've died to ST loss much, if at all. @spectrum might have been on to something after all.
3DS FCode: 1993-7512-8991
Oh my... at least the Timber is hilarious. You can more or less bumble around mashing buttons at random and still do ok, and I certainly don't run any meta-builds. It's funny, I never considered the clan mechs that op when I faced them, but now that I'm playing them a bit more seriously I must say the difficulty level is significantly lower playing them. I can't imagine how anyone thought they would work in a competitive environment... oh well, I only do PUG-games with stupid builds, so I don't feel that bad driving them, even though they smell of shellfish. Probably mostly keep to my IS mechs so I don't pick up any bad habits.
BTW, what's the deal with IIC-mechs? I briefly bought, and quickly sold, a Hunchie IIc, and didn't like it at all. I get that using clan equipment in non-omni mechs should be fantastic, but the IS, original, hunchie just drives so much better and the clan autocannons don't help. Give me my hunchie 4G anyday and I'll pick those clammers apart! :P
Anyway, the game is still fun and I'm glad I'm playing again.
The CT pod has it.
Alt is the default key to activate it.
It causes screen shake, and has both a visual and audio component to let you know how long before it starts eating up your legs.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
Ah. So I'm assuming that MASC+ECM isn't a thing because you want the 8 pod quirk bonuses? Quirks on clan mechs are weird.
3DS FCode: 1993-7512-8991
Armchair: 4098-3704-2012
There is a part of me that says you can ignore the quirks since as soon as one piece is blown off you lose it. Plus that way you can run whatever you want.
Steam: betsuni7
It is absolutely a thing. The Shadowcat's MASC is hardwired, so every variant has it. Grab one of the two variants with ECM and you're good to go.
I'm considering a build with 1xLPL and 2xMPL. It runs a little warm, but MASC + JJ + ECM + AP + TC = ALL THE EQUIPMENTS!