RAC...macro? I haven't played in a while, so maybe I missed something...but what's this about?
Infinite spinup macro. Basicly as long as your RACs are cold the computer hits "shoot" every 142ms so that you can fire instantly. A typical sign of the RAC-macro mech is that they have two sets of racs to keep one primed/firing and the other cooling.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
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SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
Had a much better rest of the night after I gave up on the Warhammer after a certain point for the day. Too much brawling and other wackiness going on. Even on victories I just wasn't able to put out damage fast enough and ending matches with decent ammo left because the enemy team was just dying too quickly.
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KayWhat we need...Is a little bit of PANIC.Registered Userregular
edited January 2019
So is there a good build with the NSR-10P? I love the way the mech looks, and was considering picking up an assault with ECM.
Thing is, I can't make anything work. 4xAC5 seems like a waste, maybe 2xGR ERPPC is better, but that seems low power.
The most popular ECM assault builds are fafnirs and clan mechs (like the blood asp), but after the streak changes I have this really weird desire to go 3xSSRM6, AC20, 2xMPL ECM Atlas
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Speaking of exploits someone figured out that you can boat targeting computers by using the import function in the mechlab. The bonuses stack, so you can get dumb things like ERLLs with 2km optimal ranges.
Speaking of exploits someone figured out that you can boat targeting computers by using the import function in the mechlab. The bonuses stack, so you can get dumb things like ERLLs with 2km optimal ranges.
I'd recommend that you don't do this, because there might be banhammering for that.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Man I just swapped my BLR-1G to the ERLL sniper build and the number of maps I can abuse for its current optimal range (around 880 meters) is already small because of cover. There’s what two, maybe three maps that’d be useful on?
Man I just swapped my BLR-1G to the ERLL sniper build and the number of maps I can abuse for its current optimal range (around 880 meters) is already small because of cover. There’s what two, maybe three maps that’d be useful on?
Definitely exploitable (well, 1500 would be):
Alpine peaks, Grim plexus, Crimson strait, tourmaline desert (all of these have a combination of open terrain, good vantage points for sniping and limited cover)
To some extent:
Frozen city, Rubellite oasis, River city, Canyon network, polar highlands (polar has a lot of open spaces but no really good sniping spots)
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
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NipsHe/HimLuxuriating in existential crisis.Registered Userregular
Speaking of exploits someone figured out that you can boat targeting computers by using the import function in the mechlab. The bonuses stack, so you can get dumb things like ERLLs with 2km optimal ranges.
I know it's been a while, and maybe it's fallen a bit out of style, but
Man I just swapped my BLR-1G to the ERLL sniper build and the number of maps I can abuse for its current optimal range (around 880 meters) is already small because of cover. There’s what two, maybe three maps that’d be useful on?
Definitely exploitable (well, 1500 would be):
Alpine peaks, Grim plexus, Crimson strait, tourmaline desert (all of these have a combination of open terrain, good vantage points for sniping and limited cover)
To some extent:
Frozen city, Rubellite oasis, River city, Canyon network, polar highlands (polar has a lot of open spaces but no really good sniping spots)
Yeah I was thinking Tourmaline, Alpine, and Plexus, with maybe Polar being somewhat usable as the teams closed together on some mission types. I figured the rest required you to be far from your team and snackfood for the plethora of stealth/ECM lights I’m seeing in every game these days.
the plethora of stealth/ECM lights I’m seeing in every game these days.
Das me!
Got a Kit Fox (had lots of cbills, wanted to see what the challenge got me, wanted more lights) and have been fiddling with a way to make it work better. SRM4x2 and HMLASx3 was too hot and I kept self-destructing so I dropped to ERMed. Also bumped the engine on my Vulture way up, switched the MLas for ERsmall, so I've got SRM4x2 and ERSx3 and I'm bringing 2 artillery strikes.
I've also started talking over comms more, and two small mechs hitting the rear at the same time works pretty well.
KFX is just too slow for me (if I'm going to run 97kph I'd rather use a cougar since it has more weight and better hardpoints).
ACH-Prime on the other hand. Love that mech.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
I already settled on a good, powerful, fun build for the ACH, and I love it. I probably would have been better off putting missiles in it than getting the Cute Fox. But Skilling up is fun.
I should probably just check for myself, but: once you unlock nodes on the skill trees, can you deactivate nodes higher up and keep lower points active? For example, could I just unlock everything on the sensor tree but only use two of my 91 on the ECM nodes, and use 89 elsewhere? Sure, I'd need to unlock way more than 91 that way, but I have a ton of XP on my ACH and I dont want to spend MC converting it to GXP.
I already settled on a good, powerful, fun build for the ACH, and I love it. I probably would have been better off putting missiles in it than getting the Cute Fox. But Skilling up is fun.
I should probably just check for myself, but: once you unlock nodes on the skill trees, can you deactivate nodes higher up and keep lower points active? For example, could I just unlock everything on the sensor tree but only use two of my 91 on the ECM nodes, and use 89 elsewhere? Sure, I'd need to unlock way more than 91 that way, but I have a ton of XP on my ACH and I dont want to spend MC converting it to GXP.
Unfortunately if you want those ECM nodes, you'll have to keep the rest "below" it as well. I say "below" for the nodes you have to activate to get to the ECM ones.
Dang. I was hoping I could just grind my way to good builds and not bother figuring out optimal heat dissipation trees. So much of the Operations tree seems less useful for Lights, but I want those heat nodes without wasting points on Hill Climb and startup speed.
KFX is just too slow for me (if I'm going to run 97kph I'd rather use a cougar since it has more weight and better hardpoints).
ACH-Prime on the other hand. Love that mech.
It's slow, but it can be fun. I have my support Kit Fox running ECM, triple-AMS with 4 tons of ammo, 3 HMLs, and 4 MGs.
KFX is just too slow for me (if I'm going to run 97kph I'd rather use a cougar since it has more weight and better hardpoints).
ACH-Prime on the other hand. Love that mech.
I think you mean Adder, right? Cougar tops out at 81.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
Speaking of exploits someone figured out that you can boat targeting computers by using the import function in the mechlab. The bonuses stack, so you can get dumb things like ERLLs with 2km optimal ranges.
I know it's been a while, and maybe it's fallen a bit out of style, but
LOL PGI.
To be fair this sounds like an exploit that kind of explains itself, as opposed to breaking something completely unrelated like arm lock or whatever
KFX is just too slow for me (if I'm going to run 97kph I'd rather use a cougar since it has more weight and better hardpoints).
ACH-Prime on the other hand. Love that mech.
It's slow, but it can be fun. I have my support Kit Fox running ECM, triple-AMS with 4 tons of ammo, 3 HMLs, and 4 MGs.
I run Kit Foxes a lot. They're not really a mech for running and gunning or getting behind enemy lines. In my experience, the best place for a KFX is hiding behind assaults/heavies and peeking out to do damage, especially if you're running the C variant. The other variants are sort of like Piranhas (I say sorta, cause obs you can go ham in a Piranha early too, but it's risky.) in that you want to wait until people are cored before you start venturing out from behind the line to do damage. I mostly run the C and D variants. At least behind the line your speed isn't such a huge deal.
Ops tree is still bugged because of the new hard heat limit. Don't bother with it right now and just focus on other trees.
That's just the heat containment nodes, yeah? I'll waste a couple points on containment to still get to the dissipation nodes.
Wait, the "max heat before shutdown" ones? Dang it...
yeah the 'max heat' nodes currently do nothing; the cool run nodes work, but aren't really a great use of points considering how many junk nodes you take to get a couple of them
it was the smallest on the list but
Pluto was a planet and I'll never forget
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Is there any way to get more Lostech other than mods? I fucked up, had an arm blown off, and lost two apparently irreplaceable double heatsinks
Flashpoints can net you Lostech gear. I came off my mercenary run with loads more double heatsinks than I ever saw in the main campaign, and even had a few backups (though I was running an all-assault lance with high-end weapons at that point, so losing equipment was pretty unlikely).
yeah the 'max heat' nodes currently do nothing; the cool run nodes work, but aren't really a great use of points considering how many junk nodes you take to get a couple of them
...
Why are they fiddling with how LRMs work when parts of the game are literally broken? Not in a "oh, wow, this light mech is OP" way, but in a Bethesda way?
+1
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
yeah the 'max heat' nodes currently do nothing; the cool run nodes work, but aren't really a great use of points considering how many junk nodes you take to get a couple of them
...
Why are they fiddling with how LRMs work when parts of the game are literally broken? Not in a "oh, wow, this light mech is OP" way, but in a Bethesda way?
It's... PGI? They've always worked this way. They literally do not know when the game is broken or not, or what steps they took to fuck it up or what solutions to apply to unfuck it.
You outright cannot have expectations of quality or sanity from them when it comes to balancing MWO, if you want to be able to keep enjoying the game to any extent.
+3
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OrcaAlso known as EspressosaurusWrexRegistered Userregular
edited January 2019
Man, that last 5 skull mission was surprising in all the wrong ways.
Two hostile lances. Marker for the first one. 4x Assaults. Fine. I've got 4x Assaults too.
Move up to engage the lance. Manage to pop one hostile with a headshot. Everything's looking up!
...
Except the action of killing one of them caused the other lance to spawn. And they have me completely mousetrapped. They're directly behind me, and just beyond visual range.
They begin hammering me from behind with LRM fire.
I split my lance in two to try to at least take them under direct fire, under the hope they start laying off the back shots, and rely on superior weapons fit to maybe win. As I close the distance they continue peppering the other half of my lance from behind.
I manage to core a second assault from the first lance and move to mop up.
Meanwhile, things aren't looking so hot for the other side. Since I'm out of position, all four of the assaults are able to concentrate their fire on one mech. It manages to damage one of the mechs in the second lance, but they blow an arm off in return. Not a great rate of exchange considering that arm held an AC20!
My second mech (with 2x AC20s) shows up and cores one of the assaults. It's down to 3 on 2 on that side, except one of my units is heavily damaged. The original engagement is 2 on 2, and well under control.
Those two finish mopping up over the next couple turns. I'm no longer playing with my food in the slightest--all aimed shots are going straight for the core.
The related torso on my damaged mech meanwhile gets blown off. Center torso is looking red. Other torso is taking damage. I do the unthinkable, turn my back, and run away. Here's hope that 2xAC20 can give them the business.
The 2x AC20 blows away a second mech, but then starts taking structural damage as the remaining two mechs turn their attention on it.
I move it behind cover and let my reinforcements show up. They start taking fire, and now both 2xAC20 equipped mechs shred that final pair of foes.
A much more costly engagement than I planned on. That spawn was nasty.
Losing an AC20 +20 damage is ouchy
Orca on
+4
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OrcaAlso known as EspressosaurusWrexRegistered Userregular
And the following mission a Thunderbolt gets lucky and punches the head off Hellburner. Tonight ain't going so well!
+1
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SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
It's kind of cute when assaults think they can out DPS a medium and want to get into a facetanking fight
didn't work out for either that Awesome or that Dire Whale
yeah the 'max heat' nodes currently do nothing; the cool run nodes work, but aren't really a great use of points considering how many junk nodes you take to get a couple of them
...
Why are they fiddling with how LRMs work when parts of the game are literally broken? Not in a "oh, wow, this light mech is OP" way, but in a Bethesda way?
That's just how software development with large teams works. You have X number of people working on new features, Y number on bugs, then different sets for remaining areas (in this case stuff like network and matchmaking issues and improvements, asset development, etc).
They're not a single person working on 1 thing at a time (especially true with MW5), the team working on LRM balancing changes is different from the one that'll be tackling this issue.
MechCommander is basically abandonware right? That should work. Thanks.
... It's currently one of the few games my laptop can't run ...
Actually on the subject of alternatives, is there a good mech piloting game available that has a single player campaign? I like MechWarrior Online's gameplay... but I'm not too fond of the online-only part.
I have created plenty of additional "Resolution.exe" files in order to make MCG run on most common laptops/netbooks and their special resolutions. So MCG Darkest Hours should be playable on most of the existing laptop models.
_________
MCG Darkest Hours contains the largest single player campaigns, that ever existet - with an amount of 130 campaign missions total (42 in the vanilla game)! That's the difference between my remastered version and the original one!
_________
The basic fullversion MCG-DH v4.0 contains 64 different multi-player scenarios (the original had 26). The game internal MP functions doesn't work anymore with nowadays technical standards and no microsoft servers supporting it. But game can be played anyways online via gameranger for example. There is a modified MP Game.exe from 2009 that works for gameranger. When you download and install gameranger, you can search for MCG in the GR settings, paste the patch of that certain file to gameranger - and you can easily start your own MC MP games - playing with your friends, clans - having fun.
That awkward moment when you end up on TheBeef's team
...And he leads the team in a NASCAR
...In a King Crab
...And it works
That's the thing. People bitch about NASCAR, but when executed as a team, whole team flanking works. It's a simple enough strategy that disorganized pickup groups can perform it successfully, which is why it's so common.
Sometimes assaults fall behind because the faster mechs get too gung-ho, sometimes they get left behind because they get complacent and stop moving.
That awkward moment when you end up on TheBeef's team
...And he leads the team in a NASCAR
...In a King Crab
...And it works
That's the thing. People bitch about NASCAR, but when executed as a team, whole team flanking works. It's a simple enough strategy that disorganized pickup groups can perform it successfully, which is why it's so common.
Sometimes assaults fall behind because the faster mechs get too gung-ho, sometimes they get left behind because they get complacent and stop moving.
Oh yeah, it can definitely. The problem is when one organically happens and your assaults are Dire Whales/Annihilators that the mediums/faster heavies aren't waiting up for. In this case it worked because the King Crabs were the tip of the spear (even then we had some slower mechs lose out).
My worry is that generally people were taking this as always working without understanding why it worked this time, just because a streamer pulled it off.
That awkward moment when you end up on TheBeef's team
...And he leads the team in a NASCAR
...In a King Crab
...And it works
That's the thing. People bitch about NASCAR, but when executed as a team, whole team flanking works. It's a simple enough strategy that disorganized pickup groups can perform it successfully, which is why it's so common.
Sometimes assaults fall behind because the faster mechs get too gung-ho, sometimes they get left behind because they get complacent and stop moving.
Oh yeah, it can definitely. The problem is when one organically happens and your assaults are Dire Whales/Annihilators that the mediums/faster heavies aren't waiting up for. In this case it worked because the King Crabs were the tip of the spear (even then we had some slower mechs lose out).
My worry is that generally people were taking this as always working without understanding why it worked this time, just because a streamer pulled it off.
Let me tell you a story about the light lance Long Tom spotting in Community Warfare...
At least on HPG Manifold, NASCAR is pretty viable, if not necessary when you're playing skirmish and the enemy team gets top.
Never go full NASCAR on HPG. There are just so many ways it can go wrong. Enemies contesting the top, skirmishers and light snipers lurking in the outer ring etc etc.
Mind you, a flanking maneuver is usually quite viable, but the real goal in HPG is to catch the enemy on a crossfire, either by enveloping them or luring them to overextend.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Posts
Infinite spinup macro. Basicly as long as your RACs are cold the computer hits "shoot" every 142ms so that you can fire instantly. A typical sign of the RAC-macro mech is that they have two sets of racs to keep one primed/firing and the other cooling.
-Antje Jackelén, Archbishop of the Church of Sweden
Thing is, I can't make anything work. 4xAC5 seems like a waste, maybe 2xGR ERPPC is better, but that seems low power.
NSR-10P
3DS FCode: 1993-7512-8991
The most popular ECM assault builds are fafnirs and clan mechs (like the blood asp), but after the streak changes I have this really weird desire to go 3xSSRM6, AC20, 2xMPL ECM Atlas
-Antje Jackelén, Archbishop of the Church of Sweden
I'd recommend that you don't do this, because there might be banhammering for that.
-Antje Jackelén, Archbishop of the Church of Sweden
Definitely exploitable (well, 1500 would be):
Alpine peaks, Grim plexus, Crimson strait, tourmaline desert (all of these have a combination of open terrain, good vantage points for sniping and limited cover)
To some extent:
Frozen city, Rubellite oasis, River city, Canyon network, polar highlands (polar has a lot of open spaces but no really good sniping spots)
-Antje Jackelén, Archbishop of the Church of Sweden
I know it's been a while, and maybe it's fallen a bit out of style, but
LOL PGI.
Yeah I was thinking Tourmaline, Alpine, and Plexus, with maybe Polar being somewhat usable as the teams closed together on some mission types. I figured the rest required you to be far from your team and snackfood for the plethora of stealth/ECM lights I’m seeing in every game these days.
Das me!
Got a Kit Fox (had lots of cbills, wanted to see what the challenge got me, wanted more lights) and have been fiddling with a way to make it work better. SRM4x2 and HMLASx3 was too hot and I kept self-destructing so I dropped to ERMed. Also bumped the engine on my Vulture way up, switched the MLas for ERsmall, so I've got SRM4x2 and ERSx3 and I'm bringing 2 artillery strikes.
I've also started talking over comms more, and two small mechs hitting the rear at the same time works pretty well.
ACH-Prime on the other hand. Love that mech.
-Antje Jackelén, Archbishop of the Church of Sweden
I should probably just check for myself, but: once you unlock nodes on the skill trees, can you deactivate nodes higher up and keep lower points active? For example, could I just unlock everything on the sensor tree but only use two of my 91 on the ECM nodes, and use 89 elsewhere? Sure, I'd need to unlock way more than 91 that way, but I have a ton of XP on my ACH and I dont want to spend MC converting it to GXP.
Unfortunately if you want those ECM nodes, you'll have to keep the rest "below" it as well. I say "below" for the nodes you have to activate to get to the ECM ones.
Steam: betsuni7
XBL : lJesse Custerl | MWO: Jesse Custer | Best vid ever. | 2nd best vid ever.
It's slow, but it can be fun. I have my support Kit Fox running ECM, triple-AMS with 4 tons of ammo, 3 HMLs, and 4 MGs.
XBL : lJesse Custerl | MWO: Jesse Custer | Best vid ever. | 2nd best vid ever.
That's just the heat containment nodes, yeah? I'll waste a couple points on containment to still get to the dissipation nodes.
I think you mean Adder, right? Cougar tops out at 81.
Wait, the "max heat before shutdown" ones? Dang it...
To be fair this sounds like an exploit that kind of explains itself, as opposed to breaking something completely unrelated like arm lock or whatever
I run Kit Foxes a lot. They're not really a mech for running and gunning or getting behind enemy lines. In my experience, the best place for a KFX is hiding behind assaults/heavies and peeking out to do damage, especially if you're running the C variant. The other variants are sort of like Piranhas (I say sorta, cause obs you can go ham in a Piranha early too, but it's risky.) in that you want to wait until people are cored before you start venturing out from behind the line to do damage. I mostly run the C and D variants. At least behind the line your speed isn't such a huge deal.
yeah the 'max heat' nodes currently do nothing; the cool run nodes work, but aren't really a great use of points considering how many junk nodes you take to get a couple of them
Pluto was a planet and I'll never forget
Flashpoints can net you Lostech gear. I came off my mercenary run with loads more double heatsinks than I ever saw in the main campaign, and even had a few backups (though I was running an all-assault lance with high-end weapons at that point, so losing equipment was pretty unlikely).
you could do quad rac2, but that might be unsustainably hot
or three rac2 and like, a ppc maybe
Pluto was a planet and I'll never forget
...
Why are they fiddling with how LRMs work when parts of the game are literally broken? Not in a "oh, wow, this light mech is OP" way, but in a Bethesda way?
It's... PGI? They've always worked this way. They literally do not know when the game is broken or not, or what steps they took to fuck it up or what solutions to apply to unfuck it.
You outright cannot have expectations of quality or sanity from them when it comes to balancing MWO, if you want to be able to keep enjoying the game to any extent.
Two hostile lances. Marker for the first one. 4x Assaults. Fine. I've got 4x Assaults too.
Move up to engage the lance. Manage to pop one hostile with a headshot. Everything's looking up!
...
Except the action of killing one of them caused the other lance to spawn. And they have me completely mousetrapped. They're directly behind me, and just beyond visual range.
They begin hammering me from behind with LRM fire.
I split my lance in two to try to at least take them under direct fire, under the hope they start laying off the back shots, and rely on superior weapons fit to maybe win. As I close the distance they continue peppering the other half of my lance from behind.
I manage to core a second assault from the first lance and move to mop up.
Meanwhile, things aren't looking so hot for the other side. Since I'm out of position, all four of the assaults are able to concentrate their fire on one mech. It manages to damage one of the mechs in the second lance, but they blow an arm off in return. Not a great rate of exchange considering that arm held an AC20!
My second mech (with 2x AC20s) shows up and cores one of the assaults. It's down to 3 on 2 on that side, except one of my units is heavily damaged. The original engagement is 2 on 2, and well under control.
Those two finish mopping up over the next couple turns. I'm no longer playing with my food in the slightest--all aimed shots are going straight for the core.
The related torso on my damaged mech meanwhile gets blown off. Center torso is looking red. Other torso is taking damage. I do the unthinkable, turn my back, and run away. Here's hope that 2xAC20 can give them the business.
The 2x AC20 blows away a second mech, but then starts taking structural damage as the remaining two mechs turn their attention on it.
I move it behind cover and let my reinforcements show up. They start taking fire, and now both 2xAC20 equipped mechs shred that final pair of foes.
A much more costly engagement than I planned on. That spawn was nasty.
Losing an AC20 +20 damage is ouchy
didn't work out for either that Awesome or that Dire Whale
They're not a single person working on 1 thing at a time (especially true with MW5), the team working on LRM balancing changes is different from the one that'll be tackling this issue.
_________
XXL Expansion campaign merge - single player
_________
Beginner's Guide (MC basics - like keyboard controls...)
Player's Guide (Mod content)
Terms of Use
RizZen's MCG tactical guide thread
Now have fun, that's an order!
Regards RizZen 8-)
...And he leads the team in a NASCAR
...In a King Crab
...And it works
That's the thing. People bitch about NASCAR, but when executed as a team, whole team flanking works. It's a simple enough strategy that disorganized pickup groups can perform it successfully, which is why it's so common.
Sometimes assaults fall behind because the faster mechs get too gung-ho, sometimes they get left behind because they get complacent and stop moving.
Oh yeah, it can definitely. The problem is when one organically happens and your assaults are Dire Whales/Annihilators that the mediums/faster heavies aren't waiting up for. In this case it worked because the King Crabs were the tip of the spear (even then we had some slower mechs lose out).
My worry is that generally people were taking this as always working without understanding why it worked this time, just because a streamer pulled it off.
Let me tell you a story about the light lance Long Tom spotting in Community Warfare...
Steam: betsuni7
Never go full NASCAR on HPG. There are just so many ways it can go wrong. Enemies contesting the top, skirmishers and light snipers lurking in the outer ring etc etc.
Mind you, a flanking maneuver is usually quite viable, but the real goal in HPG is to catch the enemy on a crossfire, either by enveloping them or luring them to overextend.
-Antje Jackelén, Archbishop of the Church of Sweden