How hard is it to get the macro app working that manages AC's for you? I feel like I'm missing out not using the most broken guns right now.
This thing has been around since beta I believe. Its basically a set of macros designed for MWO that don't require a fancy keyboard or anything. I think it even has a TAG toggle built in. I haven't used it personally, but I've meant to check it out for forever.
ER PPCs are too damn hot. My PHX-1B got machine gunned to death by a Kit Fox Why do these things need to generate 15 heat? 12 would be about right, normal PPCs should be 8 or 9.
IIRC, PPC heat was at 8 and 12 during the days of quad PPC stalker and HGN/Victor poptart meta. That shit sucked.
Hm, I feel like my stable of mechs lacks some good brawling capacity.
I'm thinking something with an ac/20 could be fun. What do folks recommend?
Cataphract.
No no, hear me out. It's a reallygoodokay mech.
It looks really good?
Whatever, I like it.
AC20 in the torso, MPLs in the arm/other energy hardpoints.
Yeah, ECM makes everything better. My Cyclops P feels like ass right now but gets the job done in the weirdest, most head scratching sort of way. CTF-0XP is probably a solid choice, however... The Warhammer can do almost everything the Cataphract can, with slightly less quirks and no ECM, but man. The hardpoints are so nice. 70 tons is a really competitive weight class.
ER PPCs are too damn hot. My PHX-1B got machine gunned to death by a Kit Fox Why do these things need to generate 15 heat? 12 would be about right, normal PPCs should be 8 or 9.
IIRC, PPC heat was at 8 and 12 during the days of quad PPC stalker and HGN/Victor poptart meta. That shit sucked.
Yeah, I was there for it, and nearly every mech was running a Standard Engine because engine caps were so low and everything was slow as fuck. PPCs were literally 7 ton, infinite ammo Gauss Rifles in the land of mech Yugos. There was no ghost heat. One jump jet let you go as high as you could possibly want, and was as fast as a full set. It was a completely different world.
Clan mechs have even more damage, are faster, enjoy more heatsinks and lighter ballistics on top of it. If Clans had to deal with the heat/damage of the IS ERPPC, they'd be generating 22 heat a shot.
edit: Also, I could be wrong, but at peak PPC I believe they were 7 and 10 heat. The LPL and ERLL were 8 heat.
Hm, I feel like my stable of mechs lacks some good brawling capacity.
I'm thinking something with an ac/20 could be fun. What do folks recommend?
I would have recommended the Bounty Hunter II for an awesome AC20 brawler, but it costs cbills. Maybe the King Crab with dual AC20s?
Oh geez, how could I forget the GRF-2N. This thing is the apex IS predator. If you are gonna run IS, you need at least one of these.
In my experience the griffin is shit in the brawl, in big part because of the XL dependence.
I mean, you can run it as a Std275, 4 SRM4/Flamer duelist, but nothing beats a 95kph 48 damage ECM backstab in Quick Play. Generally, if you are getting shot at, you are doing it wrong. I 1v1'd a PPC/Gauss Kodiak with this after killing 3 other mechs. Luck plays a sizable part, but you'll make some magic happen, trust me.
Hm, I feel like my stable of mechs lacks some good brawling capacity.
I'm thinking something with an ac/20 could be fun. What do folks recommend?
I would have recommended the Bounty Hunter II for an awesome AC20 brawler, but it costs cbills. Maybe the King Crab with dual AC20s?
Oh geez, how could I forget the GRF-2N. This thing is the apex IS predator. If you are gonna run IS, you need at least one of these.
In my experience the griffin is shit in the brawl, in big part because of the XL dependence.
I mean, you can run it as a Std275, 4 SRM4/Flamer duelist, but nothing beats a 95kph 48 damage ECM backstab in Quick Play. Generally, if you are getting shot at, you are doing it wrong. I 1v1'd a PPC/Gauss Kodiak with this after killing 3 other mechs. Luck plays a sizable part, but you'll make some magic happen, trust me.
Luck is the overwhelming part of it. You can run a Griffin and get really lucky 1 out of 8 matches.
Or you can run something else and do good in 6 out of 8 matches.
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H3KnucklesBut we decide which is rightand which is an illusion.Registered Userregular
nonoffensive's argument about how to play a Griffin doesn't really sound like a brawler to me? Like, if the idea is to dart in, tear the enemy's backside up, and then move out to avoid getting fired back at... that's a skirmisher, I thought. I was under the impression that a brawler implied someone who gets stuck in and dukes it out with enemies.
I call it a brawler because its a short range, melee mech. I guess everyone's definition is different, but I consider it a brawler. The 3M I would consider more of a duelist. Better 1v1, but less impact in a 12v12 environment. You can duel in a 2N, but I save that to the end of a match if I can. You'll probably get the kill, but you can get a ton more done if you're patient.
My stats are right there on page 38. I've played 30 games (QP/FW/Scouting) with that exact build (minus some arm armor for an extra jj) since I bought it and averaged about 2 kills per game. Instead of relying on insane DPS or structure quirks to win a duel, its all about getting into range without taking a ton of damage. The ECM lets you do that, and once you are close your big alpha lets you twist and use the arms to take a lot of punishment before they are even touching your torso. In QP, most people won't even notice you if you have teammates nearby distracting them. You can soften targets up with your high hardpoints and jump jets before you commit face to face. Sure I get 1 shot by a Kodiak I didn't see every once in awhile, but if you play to your strengths you can get a lot done.
Hm, I feel like my stable of mechs lacks some good brawling capacity.
I'm thinking something with an ac/20 could be fun. What do folks recommend?
I would have recommended the Bounty Hunter II for an awesome AC20 brawler, but it costs cbills. Maybe the King Crab with dual AC20s?
The MAD-5M (I think that's the one) can be run similarly to the BH2. While you can get the AC20 into the side torso like all the MADs, it only has five energy hardpoints split between the arms (3 in one, 2 in the other).
Alternatively, could wait for the MAD-IICs to come out for cbills and pick up the -D variant (twin-UAC20 with ECM, TC, and tonnage left over for a couple backup lasers).
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
I forgot about the other Marauders other than the one with the 3 Ballistics that I turned into 3MGs at one point.
How did that work? Thought you needed to boat mgs to get anything done .
Three is enough to see results. You want at least 4 on a light or medium so you don't have to face tank a ton of damage, or hang around too long.
It was funny seeing the enemy run at the sound of plinking. Then I would core their backs with MLs and scoop out their fragile innards. Makes me want to run it again since it was more of a troll build.
How hard is it to get the macro app working that manages AC's for you? I feel like I'm missing out not using the most broken guns right now.
This thing has been around since beta I believe. Its basically a set of macros designed for MWO that don't require a fancy keyboard or anything. I think it even has a TAG toggle built in. I haven't used it personally, but I've meant to check it out for forever.
How hard is it to get the macro app working that manages AC's for you? I feel like I'm missing out not using the most broken guns right now.
This thing has been around since beta I believe. Its basically a set of macros designed for MWO that don't require a fancy keyboard or anything. I think it even has a TAG toggle built in. I haven't used it personally, but I've meant to check it out for forever.
How hard is it to get the macro app working that manages AC's for you? I feel like I'm missing out not using the most broken guns right now.
This thing has been around since beta I believe. Its basically a set of macros designed for MWO that don't require a fancy keyboard or anything. I think it even has a TAG toggle built in. I haven't used it personally, but I've meant to check it out for forever.
You can map multiple keys to the same key, or vice versa and have them behave differently when you do, so you could map a key to both toggle the TAG key, and press whatever the AMS key is, but it wont check wether the TAG is on or off when doing that.
This might become a problem if you alt-tab out, or open the menu, or the scoreboard as it could get out of sync.
edit: Also I was under the impression that a 3rd AMS doesn't actually help due to how the targetting for it works.
I dunno I just wanna run that under the Skill Tree with AMS absolutely maxed the fuck out and just stand behind the assaults and run end-arounds and grief
Been getting a good amount of money from the event. This has been canceled out by some of the worst teams ever . How much xp would I need to max out my mechs under the new system again? I know my warhammer and black knight are good to go since they are already mastered and have 100K xp on them on top of that but since im not buying 3 marauders I would like to know how much xp I need to earn on it before. The good news is that I likely have till the end of the year to grind it.
Been getting a good amount of money from the event. This has been canceled out by some of the worst teams ever . How much xp would I need to max out my mechs under the new system again? I know my warhammer and black knight are good to go since they are already mastered and have 100K xp on them on top of that but since im not buying 3 marauders I would like to know how much xp I need to earn on it before. The good news is that I likely have till the end of the year to grind it.
So I figured I'd spent some time figuring out how to survive the new skill tree. The easiest way to compare is with the weapon tree. Its impossible to know what the final product will look like unless PGI releases more info, but I figure the raw bonuses will probably be about the same when it goes live.
These are greedy builds. I basically grabbed every node that helps without wasting points on other weapons. There are tradeoffs, like maybe you don't need range for missiles, so you could save a few points here and there. Heat skills are way more important than they used to be since you'll have less heat cap than you are used to.
Laser Build: 25 points - 7.5% optimal, -15% duration, 4% cooldown, -5% heat gen
Ballistic/UAC: 27 points - 10% optimal, 20% velocity, 4% cooldown, 3% heat gen, 16 mag capacity, -5% jam chance
Missiles: 33 points - 33 points, 9% optimal, 20% velocity, 4% cooldown, 15% missile crit, 2 ammo, 5% heat gen, -7.5% spread
So while missiles take the most points, they also get some pretty nice bonuses. But what about PPCs? This is where things get a little weird. Here's what I came up with.
PPCs: 15 points - 7.5% optimal, 20% velocity, 1.6% cooldown, 3% heat gen
Its less points, but you'd need to waste points to get more. Ballistic/PPC is actually a pretty strong combo, but lasers would get you more heat savings. Overall, its not a badly laid out tree, although I wish the Ammo bonuses were shared like velocity and cooldown.
Operations: 22 points - 9% heat cap, 16% dissapation, 35% shutdown/startup
The lower heat bonuses seem pretty nasty, designed to require points in Coolshot. With the new system, you are going to be pretty strapped for CBills, so I don't think its a great investment. This is where the mastery/pay-to-win aspect rears its head a little. The operations tree doesn't include old bonuses like 20% heat cap that you got from getting Elite on a mech. Hill climb, legged speed and gyros are nice, but not essential, wasting precious points.
Sensors: 11 points - 12% info speed, 9% sensor range, 60% radar dep, 100m seismic
11000xp is a lot to get Seismic and Radar Dep, but it'll probably be all but the bare minimum. To get full bonuses, you'll need to spend 19 or even 21 points for ECM. Radar Dep doesn't do much for an ECM mech, especially with the upcoming Stealth Armor.
Now we come to Mobility and Survival. These are huge point sink trees that can gobble up all your remaining points. You've spent about 58 to 66 already, so you'll have about 30 more to split between these.
The good news is the Mobility Tree is pretty generous up front, and you can get big agility boosts in 12 points. I'd say grabbing 3 points for 10% braking and acceleration might be your first goal, especially with agility separated from engines. You'll have to decide how to spent your points, but the main key is to take as few arm quirks as possible. Speed Tweak is buried at the end, I daresay it may not be worth getting on most mechs.
Mobility: 12 points - 40% accel, 40% braking, 6% turn speed
Finally Survival. The bonuses here are so bad, and you need to constantly take skills like Fall Damage and Legged Speed to get anywhere. I'd say 7 points is about the most you'd want to spend unless you expect to be falling a lot or want pathetic AMS quirks. The left side of the tree is basically locked behind skills a heavy or assault would never want. Maybe it's actually a better deal for Lights or Mediums, but then you probably aren't taking the sensor skills a good "scout" should.
Survival: 7 points - -3% crit chance, -10% fall damage, 10.4% bonus structure, 3.2% armor
So there's my basic spec. You'd have about 5-10 more points to grab some extras or get consumable bonuses. ECM mechs might actually want to sacrifice points in Sensors since they'll have private ECM (who needs to share?) instead of needing radar dep. Weapons, Mobility and Survival are going to be your biggest sinks with Survival having the worst payoff imo.
Guess we'll see what happens when it finally goes live.
Been getting a good amount of money from the event. This has been canceled out by some of the worst teams ever . How much xp would I need to max out my mechs under the new system again? I know my warhammer and black knight are good to go since they are already mastered and have 100K xp on them on top of that but since im not buying 3 marauders I would like to know how much xp I need to earn on it before. The good news is that I likely have till the end of the year to grind it.
The real answer is we won't know until they fo live with it. Last I saw unlocks were ~800XP per node, so you'd want a little over 72k in XP/GXP to spend per mech, since it's 91 nodes max
16 points, although I think picking up the extra Structure for 17 is a good idea. You can also grab another Crit node for 18 points, but I'm honestly not sure 1% is gonna make a huge difference.
30 points! Ug. I mean, you can skip more for only 27, but I figure Anchor Turn is pretty important to have with the extra speed. You can sacrifice more Accel/Decel if you are feeling brave, but I'd actually recommend spending 32 for the full 50%. The two Arm Pitch nodes are a heavy gate to get past. You could just go up one side of the tree, which I think will be much more popular with lighter mechs that don't have a huge engine and mix weapons, like the Panther.
You'd probably only want to invest that much in these trees for a build that's only using PPCs, or maybe a Laser build that sacrifices sensors.
16 points, although I think picking up the extra Structure for 17 is a good idea. You can also grab another Crit node for 18 points, but I'm honestly not sure 1% is gonna make a huge difference.
30 points! Ug. I mean, you can skip more for only 27, but I figure Anchor Turn is pretty important to have with the extra speed. You can sacrifice more Accel/Decel if you are feeling brave, but I'd actually recommend spending 32 for the full 50%. The two Arm Pitch nodes are a heavy gate to get past. You could just go up one side of the tree, which I think will be much more popular with lighter mechs that don't have a huge engine and mix weapons, like the Panther.
You'd probably only want to invest that much in these trees for a build that's only using PPCs, or maybe a Laser build that sacrifices sensors.
The five Speed Tweak nodes being at the bottom of that tree....ugh.
Also apparently the two "best" mechs to use for LRM boating are either the 4xLRM-10 HBK IIC or the 6xLRM-5 MDD on the Clan side, with the Hunchie also getting special mention on the IS side.
Although personally I'm a fan of the 4xLRM-15a Hunchie IIC, because endless supply of missiles.
Also apparently the two "best" mechs to use for LRM boating are either the 4xLRM-10 HBK IIC or the 6xLRM-5 MDD on the Clan side, with the Hunchie also getting special mention on the IS side.
Although personally I'm a fan of the 4xLRM-15a Hunchie IIC, because endless supply of missiles.
That Mad Dog is just kinda fine as a missile build, and mostly is better meta-wise because you have a whole lot of backup laser space with only 6x5's for missiles.
Also apparently the two "best" mechs to use for LRM boating are either the 4xLRM-10 HBK IIC or the 6xLRM-5 MDD on the Clan side, with the Hunchie also getting special mention on the IS side.
Although personally I'm a fan of the 4xLRM-15a Hunchie IIC, because endless supply of missiles.
That Mad Dog is just kinda fine as a missile build, and mostly is better meta-wise because you have a whole lot of backup laser space with only 6x5's for missiles.
Yeah, like the Hunchie kinda "wins" because it's light enough that you're not really hampering your team. The MDD gets credit because it's a good missile build with lots of weight and space for back up stuff.
I kinda liked the Timber Wolf that I hacked together for our event: 4xLRM15+A, 4xERSL, and a CAP. One thing I might've done (if I hadn't sold off the other variants) was to use the -A CT to get access to the CT energy hardpoint and replace the CAP with a TAG.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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MortiousThe Nightmare BeginsMove to New ZealandRegistered Userregular
edited March 2017
I liked running the Mad Dog with 2xA-LRM10s and 4 ERML + TAG.
The single missle hardpoint ST pods have 10% velocity and CD quirks.
Granted that probably doesn't count as a LRM boat since it doesn't actually boat LRMs.
I kinda liked the Timber Wolf that I hacked together for our event: 4xLRM15+A, 4xERSL, and a CAP. One thing I might've done (if I hadn't sold off the other variants) was to use the -A CT to get access to the CT energy hardpoint and replace the CAP with a TAG.
When I ran a lrm timberwolf, I replaced one of the launchers with a NARC launcher. Peek over the hilltop, deploy a NARC, then backup out of line of sight and lrm away.
It's something that the Sphere can never do with backup weapons on such an agile and robust platform.
So when I started this game some time ago I spent all my money on an ebon jag, absolutely despised it and ended up playing with trial mechs forever. I had a KDR of .20 ~ . I now after all this goddamn time playing on and off have reached positive kdr. It would be a happy moment if it wasn't so sad.
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Don't go with that easy mode Clan stuff. Brawl like a Freeborn: CP-10-Q: XL400, 7 SRM6
I use it for TAG toggling, haven't tried it with macro AC firing.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
Cataphract.
No no, hear me out. It's a really good okay mech.
It looks really good?
Whatever, I like it.
AC20 in the torso, MPLs in the arm/other energy hardpoints.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
IIRC, PPC heat was at 8 and 12 during the days of quad PPC stalker and HGN/Victor poptart meta. That shit sucked.
If you have the MC, I heartily recommend the Yen Lo Wang. Great AC20 quirks, 100 kph with max engine. Great Scouting mode mech.
Yeah, ECM makes everything better. My Cyclops P feels like ass right now but gets the job done in the weirdest, most head scratching sort of way. CTF-0XP is probably a solid choice, however... The Warhammer can do almost everything the Cataphract can, with slightly less quirks and no ECM, but man. The hardpoints are so nice. 70 tons is a really competitive weight class.
Yeah, I was there for it, and nearly every mech was running a Standard Engine because engine caps were so low and everything was slow as fuck. PPCs were literally 7 ton, infinite ammo Gauss Rifles in the land of mech Yugos. There was no ghost heat. One jump jet let you go as high as you could possibly want, and was as fast as a full set. It was a completely different world.
Clan mechs have even more damage, are faster, enjoy more heatsinks and lighter ballistics on top of it. If Clans had to deal with the heat/damage of the IS ERPPC, they'd be generating 22 heat a shot.
edit: Also, I could be wrong, but at peak PPC I believe they were 7 and 10 heat. The LPL and ERLL were 8 heat.
I would have recommended the Bounty Hunter II for an awesome AC20 brawler, but it costs cbills. Maybe the King Crab with dual AC20s?
Steam: betsuni7
Oh geez, how could I forget the GRF-2N. This thing is the apex IS predator. If you are gonna run IS, you need at least one of these.
In my experience the griffin is shit in the brawl, in big part because of the XL dependence.
I mean, you can run it as a Std275, 4 SRM4/Flamer duelist, but nothing beats a 95kph 48 damage ECM backstab in Quick Play. Generally, if you are getting shot at, you are doing it wrong. I 1v1'd a PPC/Gauss Kodiak with this after killing 3 other mechs. Luck plays a sizable part, but you'll make some magic happen, trust me.
Steam: betsuni7
I don't use them in QP due to everything favouring range, but it's my goto FP mech. Both scouting and invasion* it punches above its weight class.
*did they rename this to Seige?
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
Luck is the overwhelming part of it. You can run a Griffin and get really lucky 1 out of 8 matches.
Or you can run something else and do good in 6 out of 8 matches.
My stats are right there on page 38. I've played 30 games (QP/FW/Scouting) with that exact build (minus some arm armor for an extra jj) since I bought it and averaged about 2 kills per game. Instead of relying on insane DPS or structure quirks to win a duel, its all about getting into range without taking a ton of damage. The ECM lets you do that, and once you are close your big alpha lets you twist and use the arms to take a lot of punishment before they are even touching your torso. In QP, most people won't even notice you if you have teammates nearby distracting them. You can soften targets up with your high hardpoints and jump jets before you commit face to face. Sure I get 1 shot by a Kodiak I didn't see every once in awhile, but if you play to your strengths you can get a lot done.
The MAD-5M (I think that's the one) can be run similarly to the BH2. While you can get the AC20 into the side torso like all the MADs, it only has five energy hardpoints split between the arms (3 in one, 2 in the other).
Alternatively, could wait for the MAD-IICs to come out for cbills and pick up the -D variant (twin-UAC20 with ECM, TC, and tonnage left over for a couple backup lasers).
Steam: betsuni7
How did that work? Thought you needed to boat mgs to get anything done .
Three is enough to see results. You want at least 4 on a light or medium so you don't have to face tank a ton of damage, or hang around too long.
It was funny seeing the enemy run at the sound of plinking. Then I would core their backs with MLs and scoop out their fragile innards. Makes me want to run it again since it was more of a troll build.
Steam: betsuni7
Is there a way to set up something like to do like "yo when I activate TAG turn off my AMS"
Because Kit Fox (KFX-S)
That..physically pains me.
Even though it is a total waste of a slot on the team.
I just want to run around yelling "I'M HELPING" while I contribute nothing.
Yes and no.
You can map multiple keys to the same key, or vice versa and have them behave differently when you do, so you could map a key to both toggle the TAG key, and press whatever the AMS key is, but it wont check wether the TAG is on or off when doing that.
This might become a problem if you alt-tab out, or open the menu, or the scoreboard as it could get out of sync.
edit: Also I was under the impression that a 3rd AMS doesn't actually help due to how the targetting for it works.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
Non posted this a page ago.
Steam: betsuni7
The real answer is we won't know until they fo live with it. Last I saw unlocks were ~800XP per node, so you'd want a little over 72k in XP/GXP to spend per mech, since it's 91 nodes max
16 points, although I think picking up the extra Structure for 17 is a good idea. You can also grab another Crit node for 18 points, but I'm honestly not sure 1% is gonna make a huge difference.
Here's the most efficient Speed Tweak tree I can get out of mobility: https://nbarnes.github.io/mwo_skill_tree_planner/?9c89901d-0e6b-11e7-a0ba-ad8bc780d792
30 points! Ug. I mean, you can skip more for only 27, but I figure Anchor Turn is pretty important to have with the extra speed. You can sacrifice more Accel/Decel if you are feeling brave, but I'd actually recommend spending 32 for the full 50%. The two Arm Pitch nodes are a heavy gate to get past. You could just go up one side of the tree, which I think will be much more popular with lighter mechs that don't have a huge engine and mix weapons, like the Panther.
You'd probably only want to invest that much in these trees for a build that's only using PPCs, or maybe a Laser build that sacrifices sensors.
Also I'm a little mad that I missed LRM boat night. If we do that again, we need to do it on a Saturday. This Saturday would be nice.
The five Speed Tweak nodes being at the bottom of that tree....ugh.
Although personally I'm a fan of the 4xLRM-15a Hunchie IIC, because endless supply of missiles.
That Mad Dog is just kinda fine as a missile build, and mostly is better meta-wise because you have a whole lot of backup laser space with only 6x5's for missiles.
Yeah, like the Hunchie kinda "wins" because it's light enough that you're not really hampering your team. The MDD gets credit because it's a good missile build with lots of weight and space for back up stuff.
The single missle hardpoint ST pods have 10% velocity and CD quirks.
Granted that probably doesn't count as a LRM boat since it doesn't actually boat LRMs.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
When I ran a lrm timberwolf, I replaced one of the launchers with a NARC launcher. Peek over the hilltop, deploy a NARC, then backup out of line of sight and lrm away.
It's something that the Sphere can never do with backup weapons on such an agile and robust platform.
Armchair: 4098-3704-2012
Some are fine, some are straight shit.