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[Mechwarrior Online] Summer's got us down, so we Drop Ship'd [Thread Over]

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    GaslightGaslight Registered User regular
    Drop Deck Tonnage IS vs Clan - We have made a change that will allow IS to take 10 extra tons when they face the Clans in battle.

    Wow, 10 whole extra tons? Thanks.
    Mechlab visual treatment - Jaeger mech and the Cataphract get their mechlab visual pass.

    ??? I don't own Cataphracts but the Jager has had loadouts change its appearance for a long time. Are they talking about something else?

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    Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    phracts don't really change; I think like, their torso ballistic slots do maybe

    jaegers change, but probably not by that much? Kinda like the cent revision where the ingame model did change, but there wasn't much visual difference between ac5/10/20

    NREqxl5.jpg
    it was the smallest on the list but
    Pluto was a planet and I'll never forget
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    GaslightGaslight Registered User regular
    jaegers change, but probably not by that much? Kinda like the cent revision where the ingame model did change, but there wasn't much visual difference between ac5/10/20

    Well they really only have weapon hardpoints in their arms for the most part and the arms definitely change quite a bit depending on loadout. It is kind of fun in a Gundam Heavyarms sort of way.

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    General_ArmchairGeneral_Armchair Registered User regular
    edited March 2015
    I don't understand why IS get 250 tons against clans but only 240 tons against each other. Why not just make it so that IS get 250 tons period? It isn't like one IS faction is going to get a tonnage advantage over another IS faction.

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
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    BRIAN BLESSEDBRIAN BLESSED Maybe you aren't SPEAKING LOUDLY ENOUGHHH Registered User regular
    edited March 2015
    I like the aesthetic improvements mostly because they make more sense. Which isn't to say that sometimes I oddly miss the times where an AC20 on a Blackjack had a visually identical barrel to that of the machine gun rofl
    @BRIAN BLESSED
    Nice!

    My current centurion build only has 350 SRMs and 1000 MG rounds though. I don't see how I can inflict 1000+ damage without triggering some ammo explosions or landing some nice artillery strikes. I think I've got a max potential of ~700 damage + whatever the MG's can dish out.

    I know it is a bit light on the ammo, but I like having the AMS on my centurion. It makes me feel more productive and useful as I escort the big mechs and wait for the right moment to charge into the fray and start whomping things.

    Besides, I feel that I just find myself in four situations anyway.

    1: Mission complete with ammo to spare (no problem).
    2: Dead before I can exhaust all of the ammo (no problem)
    3: Ammo runs dry, but my team is has a huge lead. (Mission accomplished. The enemy doesn't know I'm out of ammo. Time to draw some fire)
    4: Ammo runs dry, but my team is being horribly overwhelmed (an extra ton or two of ammo probably wouldn't have changed the outcome).

    CN9-AH

    I mean, sure, literally a third of this mech is made up of nothing but ammo bins, but with an XL it's either boom or bust! And how old are you? Thirty six... caliber! Where do you live? On the edge.

    How fast can 650 SRMs go by? Admittedly I rarely run out by the end of the match (I think I did in the screenshot though), but with modules for SRMs, SRM18 volleys are pretty fast. If XLs aren't your thing, you could play around with SRM12 or 14 with an STD 245 or thereabouts, which runs a perfectly respectable 87kph brawling speed (with speed tweak) and DPS is pretty similar, really.
    Buttcleft wrote: »
    I'm curious how much centurion was left in a match where it scored over 1.1k in damage.

    I was probably beat up quite a bit, but sometimes pugs are just... dumb, man. :P

    BRIAN BLESSED on
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    General_ArmchairGeneral_Armchair Registered User regular
    edited March 2015
    I'm currently running a STD 255 engine on my centurion. Although I don't have the mastery perks for the centurion unlocked. Buying more centurions or picking up the Yen-lo-wang when it goes on sale is on my to-do list.

    XL engines certainly open up some options, but I was never happy with the Cent's side torso hitboxes for XL engines. I guess I just like the black knight "Its just a flesh wound" feel of STD engines. It would be better if I could still kick things like in table top.

    I'm also seriously considering getting the Raven mastery pack.

    1: I don't own any IS light mechs (well, I'll have the urbies when they're available).
    2: The Raven is aesthetically my favorite light mech in battletech (pretty much all iterations of it that I've seen in any game or material).
    3: That ECM on the 3L(C)
    4: That Hugginn
    5: Premium time (although I still have too much of that stuff active. I haven't heard back from customer support about them re-bottling my founder's time that wasn't supposed to be unbottled).

    edit:
    Oh. I just looked at MWO's site and their support tab now directs you to a bunch of different support e-mail addresses instead of the singular support e-mail that was there last friday when I sent my e-mail. I hope my e-mail wasn't lost in their shuffling. Still, they've only had a business day or so to respond to it. I'll probably give them a few more days to give me a response of some kind.

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
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    ButtcleftButtcleft Registered User regular
    edited March 2015
    Gaslight wrote: »
    Drop Deck Tonnage IS vs Clan - We have made a change that will allow IS to take 10 extra tons when they face the Clans in battle.

    Wow, 10 whole extra tons? Thanks.

    considering I cant make any of the drop decks I want cause I'm always literally 10 tons overweight, its going to make a huge difference for my drop deck.
    I'm currently running a STD 255 engine on my centurion. Although I don't have the mastery perks for the centurion unlocked. Buying more centurions or picking up the Yen-lo-wang when it goes on sale is on my to-do list.

    XL engines certainly open up some options, but I was never happy with the Cent's side torso hitboxes for XL engines. I guess I just like the black knight "Its just a flesh wound" feel of STD engines. It would be better if I could still kick things like in table top.

    I'm also seriously considering getting the Raven mastery pack.

    1: I don't own any IS light mechs (well, I'll have the urbies when they're available).
    2: The Raven is aesthetically my favorite light mech in battletech (pretty much all iterations of it that I've seen in any game or material).
    3: That ECM on the 3L(C)
    4: That Hugginn
    5: Premium time (although I still have too much of that stuff active. I haven't heard back from customer support about them re-bottling my founder's time that wasn't supposed to be unbottled).

    edit:
    Oh. I just looked at MWO's site and their support tab now directs you to a bunch of different support e-mail addresses instead of the singular support e-mail that was there last friday when I sent my e-mail. I hope my e-mail wasn't lost in their shuffling. Still, they've only had a business day or so to respond to it. I'll probably give them a few more days to give me a response of some kind.

    Oh my god the huggin. Quirks changed it from a laughing stock bullshit worthless dodo to a goddamn death vomiting raptor of doom.

    Buttcleft on
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    OpposingFarceOpposingFarce Registered User regular
    I'm currently running a STD 255 engine on my centurion. Although I don't have the mastery perks for the centurion unlocked. Buying more centurions or picking up the Yen-lo-wang when it goes on sale is on my to-do list.

    XL engines certainly open up some options, but I was never happy with the Cent's side torso hitboxes for XL engines. I guess I just like the black knight "Its just a flesh wound" feel of STD engines. It would be better if I could still kick things like in table top.

    I'm also seriously considering getting the Raven mastery pack.

    1: I don't own any IS light mechs (well, I'll have the urbies when they're available).
    2: The Raven is aesthetically my favorite light mech in battletech (pretty much all iterations of it that I've seen in any game or material).
    3: That ECM on the 3L(C)
    4: That Hugginn
    5: Premium time (although I still have too much of that stuff active. I haven't heard back from customer support about them re-bottling my founder's time that wasn't supposed to be unbottled).

    edit:
    Oh. I just looked at MWO's site and their support tab now directs you to a bunch of different support e-mail addresses instead of the singular support e-mail that was there last friday when I sent my e-mail. I hope my e-mail wasn't lost in their shuffling. Still, they've only had a business day or so to respond to it. I'll probably give them a few more days to give me a response of some kind.

    I wouldnt wait. Just send it to another email. Don't want to waste time with premium time. If someone gets back to you notify them of the other email\ticket.

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    ButtcleftButtcleft Registered User regular
    edited March 2015
    I don't know, running a 3xMG 3xSRM AH just feels like...blasphemy. CN9-AH 1xAC20 3xSRM4

    I think I might try a long range build for my A though.CN9-A 1xAC10 2xSPL 3xLRM5

    LRM5s for long range, bring the AC10 into play when they get mid range, then switch to SPLs and AC10 when they get to close.

    the SPLs are there because they are a fall back weapon, ideally I wont need to use them in the build, but I chose them over MLs because they are cooler, cycle faster and have a better DPS than MLs, and since I don't need them for ranged tickling (its what the LRMs and AC10 is for) they are fine.

    edit
    and since I'm posting my cents, heres my AL CN9-AL 3xLL

    Buttcleft on
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    General_ArmchairGeneral_Armchair Registered User regular
    edited March 2015
    I'm currently running a STD 255 engine on my centurion. Although I don't have the mastery perks for the centurion unlocked. Buying more centurions or picking up the Yen-lo-wang when it goes on sale is on my to-do list.

    XL engines certainly open up some options, but I was never happy with the Cent's side torso hitboxes for XL engines. I guess I just like the black knight "Its just a flesh wound" feel of STD engines. It would be better if I could still kick things like in table top.

    I'm also seriously considering getting the Raven mastery pack.

    1: I don't own any IS light mechs (well, I'll have the urbies when they're available).
    2: The Raven is aesthetically my favorite light mech in battletech (pretty much all iterations of it that I've seen in any game or material).
    3: That ECM on the 3L(C)
    4: That Hugginn
    5: Premium time (although I still have too much of that stuff active. I haven't heard back from customer support about them re-bottling my founder's time that wasn't supposed to be unbottled).

    edit:
    Oh. I just looked at MWO's site and their support tab now directs you to a bunch of different support e-mail addresses instead of the singular support e-mail that was there last friday when I sent my e-mail. I hope my e-mail wasn't lost in their shuffling. Still, they've only had a business day or so to respond to it. I'll probably give them a few more days to give me a response of some kind.

    I wouldnt wait. Just send it to another email. Don't want to waste time with premium time. If someone gets back to you notify them of the other email\ticket.

    Good point. I sent a second request to their "account inquiries" address. The worst they can say is "please don't submit multiple tickets for the same issue."




    @Buttcleft
    I still like going all zombie-mode with a std engine. The machine guns are mostly there because that's just about all that is available with the tonnage when using a STD engine. Plus I have gotten kills with the darn things. They've scored the last critical hits on engines, legs, and ammo supplies on several occasions.

    But if I did toy with an XL version, I'd probably consider using that tonnage for an UAC 5 instead of an AC20. That would allow me to at least throw some damage out at long ranges while still rapidly upping the fire rate during close range brawls (hopefully it doesn't jam, but honestly the SRM 6's are sufficient at that range. If MG's can be a noticeable help to SRM6's in a brawl, then a UAC5 certainly will be).

    CN9-AH


    edit:
    a part of me is happy that the Raven (35 tons), Centurion (50 tons), Catapult (65 tons) and King Crab (100 tons) exactly adds up to 250 tons.

    Now if only IS got 250 ton drop ships for all engagements instead of just against the clans. I guess I could swap out the Crab for a Stalker to bring me to 235/240 tons.

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
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    ButtcleftButtcleft Registered User regular
    edited March 2015
    Oh no, I know the MGs are murder machines. I mount them on every mech I can, but I just prefer having a 40+ point alpha that I can fire every few seconds.

    edit
    speaking of MGs and UAC5s JM6-DD 2xUAC5 2xMPL 4xMG

    Buttcleft on
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    jjae2123jjae2123 Registered User regular
    Welcome to the Cent AH SRM18a club. It has become my go to for when I need to get ish done.

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    KonphujunKonphujun Illinois, USARegistered User regular
    edited March 2015
    @General_Armchair - The Cent is very much capable of going zombie even with an XL due to its amazing hitboxes. The achievement you got, "Yep, Dead for Sure"? I got that in a CN9-YLW running an XL 300. Its all about the twist and abusing the absolute shit out of that shield arm. Bear in mind, I'm not saying you're doing it wrong or anything, but if you are concerned about not being able to zombie as an XL Cent, I wouldn't worry about it. I end up being a walking torso with legs in many of my YLW matches.

    Practice twisting and don't skimp too heavily on back armor and you'll see the cent is one of the most durable mechs in the game.

    Edit - The real thing preventing you from zombie cent is that all your weapons require ammo. At some point, you'll either run out of ammo of get all your guns shot off. In this case particularly, its better to go XL even if all you do is grab more ammo, though adding Artemis would do wonders for your SRM groupings. As I was explaining to buttcleft recently, if more of your missiles are impacting where you want, you need less ammo overall.

    Konphujun on
    Everything: Konphujun(#1458)
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    biscuitbutt81biscuitbutt81 Registered User regular
    I just can't get into SRMS for whatever reason. I know they're good, but I have a really hard time making them work.

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    KonphujunKonphujun Illinois, USARegistered User regular
    I just can't get into SRMS for whatever reason. I know they're good, but I have a really hard time making them work.

    I had the same problem for a while. In my case, it was the lack of Artemis. I cannot stress enough what a massive difference it makes with 4's and 6's.

    Everything: Konphujun(#1458)
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    General_ArmchairGeneral_Armchair Registered User regular
    I'll give the xl version a try when I have the monies to actually buy it an xl engine. Until then I'll keep rocking the std engine.

    I agree on the artemis. I'm running that on my standard engine cent.



    Oh, and I actually got an automated response with a ticket # and everything from the new support address.

    3DS Friend Code:
    Armchair: 4098-3704-2012
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    ButtcleftButtcleft Registered User regular
    I'm not a fan of artemis. that's extra tonnage that could be used for ammo, also srm 4s give a thousand times better grouping over a six pack, and fire more frequently.

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    General_ArmchairGeneral_Armchair Registered User regular
    edited March 2015
    The artemis and srm6s are a large reason that my damage values are usually lower. Those 18 srms all hit where I was aiming and the mech just dies instead of living long enough for me to damage it more.

    The tonnage cost of artemis pays for itself after a few volleys if you take into account the missiles that would have gone wide without artemis.

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
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    KonphujunKonphujun Illinois, USARegistered User regular
    Buttcleft wrote: »
    I'm not a fan of artemis. that's extra tonnage that could be used for ammo, also srm 4s give a thousand times better grouping over a six pack, and fire more frequently.

    This is precisely why you use Artemis. -.-''

    Everything: Konphujun(#1458)
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    ButtcleftButtcleft Registered User regular
    edited March 2015
    Konphujun wrote: »
    Buttcleft wrote: »
    I'm not a fan of artemis. that's extra tonnage that could be used for ammo, also srm 4s give a thousand times better grouping over a six pack, and fire more frequently.

    This is precisely why you use Artemis. -.-''

    Yeah, or I could mount SRM4s, have that better grouping as default, and have more space for ammo, and a faster cycle time so you have more chances to wreck shit :snap:

    Buttcleft on
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    KonphujunKonphujun Illinois, USARegistered User regular
    Buttcleft wrote: »
    Konphujun wrote: »
    Buttcleft wrote: »
    I'm not a fan of artemis. that's extra tonnage that could be used for ammo, also srm 4s give a thousand times better grouping over a six pack, and fire more frequently.

    This is precisely why you use Artemis. -.-''

    Yeah, or I could mount SRM4s, have that better grouping as default, and have more space for ammo, and a faster cycle time so you have more chances to wreck shit :snap:

    SRM 4's are still wildly inaccurate without Artemis as well, just less so because there's fewer missiles to scatter around. So you're really getting faster firing inaccuracy for less damage. Its not even something that I'm making up, either. Take it into the testing grounds and see for yourself. Artemis is all the difference with SRMs, man. I wouldn't even run them without it at this point. That's how big of a difference it is.

    Everything: Konphujun(#1458)
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    ButtcleftButtcleft Registered User regular
    Konphujun wrote: »
    Buttcleft wrote: »
    Konphujun wrote: »
    Buttcleft wrote: »
    I'm not a fan of artemis. that's extra tonnage that could be used for ammo, also srm 4s give a thousand times better grouping over a six pack, and fire more frequently.

    This is precisely why you use Artemis. -.-''

    Yeah, or I could mount SRM4s, have that better grouping as default, and have more space for ammo, and a faster cycle time so you have more chances to wreck shit :snap:

    SRM 4's are still wildly inaccurate without Artemis as well, just less so because there's fewer missiles to scatter around. So you're really getting faster firing inaccuracy for less damage. Its not even something that I'm making up, either. Take it into the testing grounds and see for yourself. Artemis is all the difference with SRMs, man. I wouldn't even run them without it at this point. That's how big of a difference it is.

    Listen, lets just agree to disagree over the fact that I'm right and You're wrong.

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    GaslightGaslight Registered User regular
    I am very loath to use SRMs now without Artemis, whether they be 4's or 6's. (Would it be fair to say the SRM2 is the least-used weapon in the game?)

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    NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    Gaslight wrote: »
    I am very loath to use SRMs now without Artemis, whether they be 4's or 6's. (Would it be fair to say the SRM2 is the least-used weapon in the game?)

    It's hard to find a place for SRM-2's. They're definitely a niche weapon.


    PATCH NOTES!
    PATCH #42
    Tuesday, March 3rd @ 10AM – 1PM PDT
    Patch Number: 1.3.376

    There are times in development where you’re standing atop a structure built of new features, excited by the addition of fresh content. There are other times where you must instead prepare the ground for new growth, clearing away those deep and branching paths previously established and rarely used. It is then that you can forge new paths, and reveal new vistas.

    During the last two weeks the team have cut and cleaned their way through to new FPS optimizations, HUD information display fixes, various crash fixes, ‘Mech torso spin repair, VoIP functionality tweaks, and have (as far as current in-house testing can tell) vanquished the dreaded freeze-bug.

    From the bug-jungle travails of the programming team, the route to the Mining Collective is once again available and players will find themselves arriving there with regularity.

    Joining the family of Inner Sphere Champion 'Mechs is the new Griffin GRF-1S(C)! Players can put this Champion to the test with its inclusion in the entirely revamped Trial ‘Mech collection, detailed further in the Gameplay section of these notes.

    The team continues to look ahead, strengthening the foundation for existing features and future additions. There is still much to do and much to reveal, and we look forward to sharing these developments with you in future updates.

    - The MechWarrior Team

    Change Log
    Content

    New Champion 'Mech:

    Griffin GRF-1S(C)

    Tonnage: 55
    Engine: 275 Standard
    Top Speed: 81 kph
    Max Engine Rating: 360
    Torso Movement:
    130 degrees to each side.
    25 degrees up and down.
    Arm Movement:
    35 degrees to each side.
    30 degrees up and down.
    Armor: 320 (Standard)
    Internal Structure: Endo-Steel
    Weapons & Equipment:
    Left Torso: SRM 6, SRM 4, SRM Ammo, Jump Jet x2, Double Heat Sink x2
    Center Torso: Engine, Jump Jet
    Right Torso: SRM Ammo, Jump Jet x2, Double Heat Sink x3
    Right Arm: Medium Laser x4, Double Heat Sink
    Hardpoints:
    Left Torso: 2 Missile
    Right Torso: 1 AMS
    Right Arm: 4 Energy
    Heat Sinks: 17 Double
    Jump Jets: 5 (7 Max)
    ECM Capable?: No
    Module Slots:
    Mech: 1
    Consumable: 2
    Weapon: 2
    Movement Archetype: Medium
    Quirks:
    +9 Additional Structure (RA)
    +10% Torso Turn Rate (Yaw)
    +12.5% Energy Range
    +7.5% Energy Cooldown
    -12.5% Laser Duration
    +12.5% Missile Cooldown
    +7.5% Medium Laser Cooldown
    30% XP bonus when owned.

    Resistance Mechs
    Added special geometry for the Resistance [R] Variant of the Panther and Enforcer.

    Tuning
    Inner Sphere dropdeck tonnage limit has been increased to 250 tonnes when fighting against Clans in Community Warfare. IS vs. IS matches will have the standard 240 tonnage limit.

    Gameplay
    VoIP speaker icon in the Scoreboard and pre-match screens now indicate when a player is talking.
    Clicking on the VoIP speaker icon in the Scoreboard and pre-match screens will now mute that player. The original mute player menu has been removed.
    Increased the volume for Clan Warhorns and the ComStar Warhorn.
    Increased the number of Warhorns that can play at the same time.
    Added another music track for the Inner Sphere Map.
    Reduced the SFX volume for Dropships.
    Clan Collection Badges are more visually distinct.
    Optimization to the 'Mech BattleGrid.
    Optimization to the Lance Information Panel.
    Optimization to the 'Mech Target System.
    Optimization to the 'Mech Loadout Panel.

    The available Trial 'Mechs have changed.
    Inner Sphere:
    Raven RVN-3L(C)
    Spider SDR-5K(C)
    Griffin GRF-1S(C)
    Trebuchet TBT-7M(C)
    Quickdraw QKD-4G(C)
    Thunderbolt TDR-9SE(C)
    Banshee BNC-3M(C)
    Victor VTR-9S(C)
    Clans:
    Mist Lynx MLX-Prime
    Kit Fox KFX-C*
    Ice Ferret IFR-Prime
    Stormcrow SCR-C
    Hellbringer HBR-Prime
    Mad Dog MDD-Prime
    Gargoyle GAR-Prime
    Dire Wolf DWF-B
    As a result, the default Community Warfare dropdecks have also changed.
    Inner Sphere:
    Raven RVN-3L(C)
    Quickdraw QKD-4G(C)
    Thunderbolt TDR-9SE(C)
    Victor VTR-9S(C)
    Clans:
    Kit Fox KFX-C*
    Ice Ferret IFR-Prime
    Hellbringer HBR-Prime
    Dire Wolf DWF-B
    * The KFX-C is part of the Clan Reinforcement Collection, and is the only Trial 'Mech that can not yet be purchased in-game. All Reinforcement 'Mechs will be available in-game for MC and C-Bills on April 21st.

    Bug Fixes
    Fixed a TeamSpeak crash.
    Fixed a crash in Flash that some players would experience when joining or exiting a match.
    Possible fix for the graphical freezes that some players were experiencing. The Mining Collective has been tentatively restored to the rotation queue.
    Fixed an issue where the Group window was not refreshing properly after returning from a Group match.
    Fixed the remaining issues with 'Mech centering.
    Fixed an issue where UAV's were not rendering properly after a certain distance.
    Fixed an issue where damage texture and damage glow were not showing correctly when playing the game in 3D Vision.
    Fixed an issue where players sometimes wouldn't see the loadout of the targeted 'Mech.
    Fixed an issue where the Clan ER PPC was not dealing its splash damage to the rear center torso when fired at the rear right torso.
    Fixed an issue where a Gauss Rifle explosion was listed as "Ammo Explosion" on the death screen. It now registers as a "Weapon Explosion".
    A component that has been destroyed from overheating will now show as destroyed in the 'Mech paperdoll/component display.
    Fixed an issue where the cursor would move without any mouse input when using TrackIR and Advanced Zoom.
    Fixed an issue where the first slot in the lance window would always display "No player" when spectating.
    Fixed an issue where the camera would stay focused on the dead 'Mech instead of switching to the next live teammate when spectating.
    Fixed an issue where 'Mech targeting information was not updating correctly when spectating.
    Pressing ESC while loading a Testing Grounds session no longer causes a loss of input functionality.
    Fixed an issue where the default Badge was appearing behind Badges in Private and Faction lobbies.

    Known Issues
    After performing and saving changes multiple times through the in-game video settings, the 'Mech shadow may sometimes flicker while in the frontend menu.

    JXUBxMxP0QndjQUEnTwTxOkfKmx8kWNvuc-FUtbSz_23_DAhGKe7W9spFKLXAtkpTBqM8Dt6kQrv-rS69Hi3FheL3fays2xTeVUvWR7g5UyLHnFA0frGk1BC12GYdOSRn9lbaJB-uH0htiLPJMrc9cSRsIgk5Dx7jg9K8rJVfG43lkeAWxTgcolNscW9KO2UZjKT8GMbYAFgFvu2TaMoLH8LBA5p2pm6VNYRsQK3QGjCsze1TOv2yIbCazmDwCHmjiQxNDf6LHP35msyiXo3CxuWs9Y8DQvJjvj10kWaspRNlWHKjS5w9Y0KLuIkhQKOxgaDziG290v4zBmTi-i7OfDz-foqIqKzC9wTbn9i_uU87GRitmrNAJdzRRsaTW5VQu_XX_5gCN8XCoNyu5RWWVGTsjJuyezz1_NpFa903Uj2TnFqnL1wJ-RZiFAAd2Bdut-G1pdQtdQihsq2dx_BjtmtGC3KZRyylO1t2c12dhfb0rStq4v8pg46ciOcdtT_1qm85IgUmGd7AmgLxCFPb0xnxWZvr26G-oXSqrQdjKA1zNIInSowiHcbUO2O8S5LRJVR6vQiEg0fbGXw4vqJYEn917tnzHMh8r0xom8BLKMvoFDelk6wbEeNq8w8Eyu2ouGjEMIvvJcb2az2AKQ1uE_7gdatfKG2QdvfdSBRSc35MQ=w498-h80-no
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    nonoffensivenonoffensive Registered User regular
    Konphujun wrote: »
    Buttcleft wrote: »
    Konphujun wrote: »
    Buttcleft wrote: »
    I'm not a fan of artemis. that's extra tonnage that could be used for ammo, also srm 4s give a thousand times better grouping over a six pack, and fire more frequently.

    This is precisely why you use Artemis. -.-''

    Yeah, or I could mount SRM4s, have that better grouping as default, and have more space for ammo, and a faster cycle time so you have more chances to wreck shit :snap:

    SRM 4's are still wildly inaccurate without Artemis as well, just less so because there's fewer missiles to scatter around. So you're really getting faster firing inaccuracy for less damage. Its not even something that I'm making up, either. Take it into the testing grounds and see for yourself. Artemis is all the difference with SRMs, man. I wouldn't even run them without it at this point. That's how big of a difference it is.

    The problem with Artemis is that for an extra ton I can just equip a Medium Laser that has perfect accuracy, 270m range with falloff, and is a hitscan weapon. Basically, I feel SRMs fill a certain role, and I'd rather have a secondary weapon for accuracy when I need it.

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    GaslightGaslight Registered User regular
    Nips wrote: »
    Gaslight wrote: »
    I am very loath to use SRMs now without Artemis, whether they be 4's or 6's. (Would it be fair to say the SRM2 is the least-used weapon in the game?)

    It's hard to find a place for SRM-2's. They're definitely a niche weapon.

    if such a niche exists I haven't seen anybody discover it yet.

    Konphujun wrote: »
    Buttcleft wrote: »
    Konphujun wrote: »
    Buttcleft wrote: »
    I'm not a fan of artemis. that's extra tonnage that could be used for ammo, also srm 4s give a thousand times better grouping over a six pack, and fire more frequently.

    This is precisely why you use Artemis. -.-''

    Yeah, or I could mount SRM4s, have that better grouping as default, and have more space for ammo, and a faster cycle time so you have more chances to wreck shit :snap:

    SRM 4's are still wildly inaccurate without Artemis as well, just less so because there's fewer missiles to scatter around. So you're really getting faster firing inaccuracy for less damage. Its not even something that I'm making up, either. Take it into the testing grounds and see for yourself. Artemis is all the difference with SRMs, man. I wouldn't even run them without it at this point. That's how big of a difference it is.

    The problem with Artemis is that for an extra ton I can just equip a Medium Laser that has perfect accuracy, 270m range with falloff, and is a hitscan weapon. Basically, I feel SRMs fill a certain role, and I'd rather have a secondary weapon for accuracy when I need it.

    Assuming you have a spare energy hardpoint and your heat profile can take it...

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    NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    Gaslight wrote: »
    Nips wrote: »
    Gaslight wrote: »
    I am very loath to use SRMs now without Artemis, whether they be 4's or 6's. (Would it be fair to say the SRM2 is the least-used weapon in the game?)

    It's hard to find a place for SRM-2's. They're definitely a niche weapon.

    if such a niche exists I haven't seen anybody discover it yet.

    I think the only place I've legitimately put SRM-2's is on the Locust and Commando. By the time you hit 30t you've got the spare weight to upgrade fully to bigger launchers. The lightest mechs are really the only place I can think to put them unironically, outside of something like a crazy Griffin or Kintaro build with a silly amount of hardpoints where you're looking to chain-fire them for cockpit shake or something. Definitely not "optimal" though.

    JXUBxMxP0QndjQUEnTwTxOkfKmx8kWNvuc-FUtbSz_23_DAhGKe7W9spFKLXAtkpTBqM8Dt6kQrv-rS69Hi3FheL3fays2xTeVUvWR7g5UyLHnFA0frGk1BC12GYdOSRn9lbaJB-uH0htiLPJMrc9cSRsIgk5Dx7jg9K8rJVfG43lkeAWxTgcolNscW9KO2UZjKT8GMbYAFgFvu2TaMoLH8LBA5p2pm6VNYRsQK3QGjCsze1TOv2yIbCazmDwCHmjiQxNDf6LHP35msyiXo3CxuWs9Y8DQvJjvj10kWaspRNlWHKjS5w9Y0KLuIkhQKOxgaDziG290v4zBmTi-i7OfDz-foqIqKzC9wTbn9i_uU87GRitmrNAJdzRRsaTW5VQu_XX_5gCN8XCoNyu5RWWVGTsjJuyezz1_NpFa903Uj2TnFqnL1wJ-RZiFAAd2Bdut-G1pdQtdQihsq2dx_BjtmtGC3KZRyylO1t2c12dhfb0rStq4v8pg46ciOcdtT_1qm85IgUmGd7AmgLxCFPb0xnxWZvr26G-oXSqrQdjKA1zNIInSowiHcbUO2O8S5LRJVR6vQiEg0fbGXw4vqJYEn917tnzHMh8r0xom8BLKMvoFDelk6wbEeNq8w8Eyu2ouGjEMIvvJcb2az2AKQ1uE_7gdatfKG2QdvfdSBRSc35MQ=w498-h80-no
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    nonoffensivenonoffensive Registered User regular
    Gaslight wrote: »
    Drop Deck Tonnage IS vs Clan - We have made a change that will allow IS to take 10 extra tons when they face the Clans in battle.

    Wow, 10 whole extra tons? Thanks.

    Am I the only one who things they should have just reduced the Clan drop deck by 10 tons? I look forward to having to micro-manage my drop deck every time I switch between fighting Clans and IS. Or why would it even matter if IS drops 250 against each other instead of 240?

    I just, can't even. I assume Paul came up with this one.

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    ButtcleftButtcleft Registered User regular
    no, because with 10 extra tons I can actually run ag oddamn dropdeck that I want cause I've always been ten tons over.

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    KonphujunKonphujun Illinois, USARegistered User regular
    Buttcleft wrote: »
    no, because with 10 extra tons I can actually run ag oddamn dropdeck that I want cause I've always been ten tons over.

    At least here, we can agree. My ideal dropdecks have always been 5-10 tons over weight. This might be a better change than it appears at face value.

    Everything: Konphujun(#1458)
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    ButtcleftButtcleft Registered User regular
    Konphujun wrote: »
    Buttcleft wrote: »
    no, because with 10 extra tons I can actually run ag oddamn dropdeck that I want cause I've always been ten tons over.

    At least here, we can agree. My ideal dropdecks have always been 5-10 tons over weight. This might be a better change than it appears at face value.

    my deck has had to be up to 30tons light because its either that or 10tons over.

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    ErlkönigErlkönig Seattle, WARegistered User regular
    Also, for you IS folks, that 10 tons means you get three T-bolts and a SHawk/Griffin/Wolverine/Cent

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    ButtcleftButtcleft Registered User regular
    or a King Crab, Raven, Cent and Thunderbolt

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    KonphujunKonphujun Illinois, USARegistered User regular
    Erlkönig wrote: »
    Also, for you IS folks, that 10 tons means you get three T-bolts and a SHawk/Griffin/Wolverine/Cent

    3x TDR-9S and a Grid Iron.

    I think I just installed endosteel on myself if ya know what im sayin.

    Everything: Konphujun(#1458)
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    nonoffensivenonoffensive Registered User regular
    Konphujun wrote: »
    Erlkönig wrote: »
    Also, for you IS folks, that 10 tons means you get three T-bolts and a SHawk/Griffin/Wolverine/Cent

    3x TDR-9S and a Grid Iron.

    I think I just installed endosteel on myself if ya know what im sayin.

    I run 3 Thunderbolts and a Cicada 3M. I don't think the 9S is a better brawler than the 5SS or 9SE, and every once in awhile those jumpjets come in super handy.

    With 10 extra tons I think I'll probably not change a damn thing because the Thunderbolt is still the only mech with Quirks worth a damn, the extra structure makes it tank better and its as fast as anything else in the IS roster. There's nothing heavier with ECM either except the Atlas, so yeah, the Cicada is still in too.

    Maybe I'll upgrade one to a Zeus depending on quirks and I might take the Awesome 9M out for a spin when I'm feeling adventurous.

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    ButtcleftButtcleft Registered User regular
    edited March 2015
    the ThunderPPC is so hot now with two ERPPCs I'm thinking I might sell it for the LPL variant.

    Which isn't a big deal since its elited.

    @Konphujun You seemed afk, and I crashed while playing with my mechlab and decided to call it quits.

    Buttcleft on
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    General_ArmchairGeneral_Armchair Registered User regular
    edited March 2015
    Nips wrote: »
    Gaslight wrote: »
    Nips wrote: »
    Gaslight wrote: »
    I am very loath to use SRMs now without Artemis, whether they be 4's or 6's. (Would it be fair to say the SRM2 is the least-used weapon in the game?)

    It's hard to find a place for SRM-2's. They're definitely a niche weapon.

    if such a niche exists I haven't seen anybody discover it yet.

    I think the only place I've legitimately put SRM-2's is on the Locust and Commando. By the time you hit 30t you've got the spare weight to upgrade fully to bigger launchers. The lightest mechs are really the only place I can think to put them unironically, outside of something like a crazy Griffin or Kintaro build with a silly amount of hardpoints where you're looking to chain-fire them for cockpit shake or something. Definitely not "optimal" though.
    I saw a stalker build that spammed srm2s because it wanted to use the tonnage for heatsinks to support its lasers instead of upgrading the launchers . The stalker didn't care about damage output from the 2s. It was just another "I'm taking it for the screen shake" scenario. The stalker preferred to fight things beyond srm range. It just wanted to make life miserable for anyone who got up in its face by employing maximum frequency missile shake.

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
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    ButtcleftButtcleft Registered User regular
    I swear I seem to be putting LLs on everything anymore PNT-8Z 3xLL

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    Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    I did that for a while on my stalker, except I used streaks

    lights really don't like getting hit by a couple of lock ons

    NREqxl5.jpg
    it was the smallest on the list but
    Pluto was a planet and I'll never forget
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    HydroSqueegeeHydroSqueegee ULTRACAT!!!™®© Registered User regular
    Hellbringer is out for cbills... Kiss LRM use goodbye for a while.

    kx3klFE.png
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