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[BATTLETECH/MechWarrior] This thread has suffered a catastrophic translight jump failure.

NipsNips He/HimLuxuriating in existential crisis.Registered User regular
edited October 2018 in Games and Technology
Welcome to the combined BATTLETECH/MechWarrior superthread! It is here that we appreciate only the finest in stompy bot action.

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"In the brutal conflict of the Succession Wars, the only thing that matters is getting paid."

BATTLETECH (www.battletechgame.com) is a new entry into the long line of BattleTech and MechWarrior products. Bringing the PC game line back to its roots, BATTLETECH is a tactical and strategic simulator, where your decisions on the battlefield and on the dropship will determine if your mercenary unit makes out like bandits, or dies bleeding out on some backwater planet.

https://youtu.be/RyoBwysAWVo

In BATTLETECH you command a mercenary unit embarked upon the Argo, a lost-to-the-ages Jumpship design. Outfit with all of the essentials required to run a mercenary unit, you chart the course for the Argo across the Aurigan Reach, right between the Magistracy of Canopus, the Capellan Confederation and the Taurian Concordat.

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Using a full roster of 'Mechs, pilots, and equipment, you will command your units across a vast number of star systems and planets, making bank and taking names, to achieve glory and notoriety beyond the Reach.

'Mechs Confirmed for the launch product:
Light:

Locust
Commando
Spider
Firestarter
Jenner
Panther
UrbanMech
Raven

Medium:

Cicada
Blackjack
Vindicator
Centurion
Enforcer
Hunchback
Trebuchet
Griffin
Kintaro
Shadowhawk
Wolverine

Heavy:

Dragon
Quickdraw
Catapult
JagerMech
Thunderbolt
Grasshopper
Orion
Marauder
Warhammer
Cataphract

Assault:

Awesome
Victor
Zeus
Battlemaster
Stalker
Highlander
Banshee
King Crab
Atlas

The game was originally Kickstarted in 2016., and is being published by Paradox Interactive (yes, those fine gents!). The game launched on April 24, 2018! It's out now!


FOR THOSE OF YOU JOINING US FROM THE TABLETOP BATTLETECH GAME, HERE ARE SOME THINGS YOU NEED TO UNDERSTAND!!!
Jacobkosh wrote: »
Mostly it's invisible stuff. To-hit rolls and location rolls are calculated differently. Missiles roll for hits and damage individually instead of in tranches of five. Some weapon ranges and damage/heat values have been tweaked (generally with the idea of bringing in the statistical extremes closer to the middle), and since the game uses different numeric scales than the tabletop, there would be no way to know this sort of thing unless you sat there actually mathing it out, or literally counting pixels on the landscape to figure out that the AC/5 is going ten meters further or something.

The most visible actual change is the initiative system. It has five phases, counting down from 5 to 1. Lights go on phase 4, mediums on phase 3, and so forth. Some characters will have skills letting them act one phase sooner than normal (so the rarely-used phase 5 is for pilots with that ability in light mechs). Mechs can reserve their initiative to act in a later phase, so lights can do stuff like reserve till phase 1, dart out from cover, attack, and then immediately go again at the top of the next round to dart back into cover before anyone can retaliate.

Pilots have four skills - Gunnery, Pilots, Tactics, and Guts - which confer different passive bonuses - gunnery and piloting are obvious; guts increases survivability as well as brawny stuff like reducing recoil penalties from AC shots, and tactics covers indirect fireand doing tricks with the initiative system. Each skill also grants two special active abilities (one at rank 4 in a skill, the other at rank 8). Pilots only have three skill slots, though, so even a veteran pilot with max ranks in all abilities will only ever have three active powers (the first three they qualified for), leading to a lot of different possible specializations.

Heat doesn't degrade performance; instead, when it's over a certain point (like 75%, but varies depending on pilot skills) it deals direct damage to internal structure.

Mechs have a stability meter, whose length is affected by the pilot's Guts score. Different weapon attacks suffered by the mech fill the meter to different degrees (AC20 or melee fills it a lot, lasers not at all). When it's halfway filled, the mech can no longer benefit from certain kinds of defense and movement bonuses. When it's full, the mech falls over.

Falling over or being shut down from heat are what let enemy pilots make called shots to specific areas. A called shot doesn't guarantee a hit to that area, but weights the shot distribution.

Mechs have three main kinds of defense: evasion, cover, and guarded stance.

Evasion is usually granted by moving quickly, or using jump jets. It gives your mech a number (1-5) of little evasion chevrons depending on how much they moved. Each chevron imposes a stacking penalty on incoming fire. A Locust at full sprint is almost impossible to hit. However, each salvo fired at the mech strips away an evasion chevron, so that Locust is vulnerable if several enemies focus it down. Being hit in melee also immediately removes all chevrons.

Cover gives a flat damage reduction, usually something like 25%.

Guarded stance is an state a Mech can attain by taking the Brace action in lieu of attacking, or is granted by certain powers or in certain circumstances. It reduces damage and stability damage from incoming fire by 50%, but only on the front and sides. Bracing also completely drains the Stability bar, so the mech is in less danger of being knocked down.

In the Mechlab, Mechs use a hardpoint system similar to but different from MWO. Along with ballistic, missile, and laser weapon types, there's a fourth hardpoint type, called "support weapons," which covers machine guns, flamers, and small lasers. Support weapons fire automatically when you make a melee attack.

Weapons have different manufacturers with different bonuses (it's always a straight bonus, though, rather than some kind of tradeoff). Some weapons are of exceptional quality and are denoted as + or ++ weapons (so like an LRM20++). These pluses can mean different things based on the manufacturer but they're always significant bonuses.

Looking for some further background fiction? Look no further than these recommendations!

There's over a hundred books in the Battletech universe, so you're going to get a lot of opinions. Here's some decent ones, with the Grey Death Legion trilogy and Wolves on the Border probably my top picks from these. This list is in rough chronological order for their events in the Battletech universe as well.


Decision at Thunder Rift - Keith - Grey Death Legion #1
Mercenary’s Star - Keith - Grey Death Legion #2
The Price of Glory - Keith - Grey Death Legion #3

Warrior: En Guarde - Stackpole - Warrior Trilogy #1
Warrior: Riposte - Stackpole - Warrior Trilogy #2
Warrior: Coupe - Stackpole - Warrior Trilogy #3

Wolves on the Border - Charrette
Heir to the Dragon - Charrette

Lethal Heritage - Stackpole - Kerensky Trilogy #1
Blood Legacy - Stackpole - Kerensky Trilogy #2
Lost Destiny - Stackpole - Kerensky Trilogy #3

Previous Thread


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    NipsNips He/Him Luxuriating in existential crisis.Registered User regular

    See the most amazing announcement in Oosik Irregulars history here, by the lead developer of CGL! The Oosiks are canon!

    Reactor...online. Sensors...online. Weapons...online. All systems nominal.

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    Greetings potential pilot, and welcome to the Mark 4.2 Mechwarrior Online OP, now with 200% more WubWub and 5000% more hyphens and commas!
    It has been reorganized, and in some spots rewritten, to provide more relevant and concise information for our growing roster of pilots.
    If you have anything you would like to see added to the OP, or notice any errors, please contact @Nips and I'll do my best to update the post.

    Remember pilots, this is Battletech. Around these parts, common sense is Lostech.

    http://youtu.be/ea3spOtjLmI

    What is Mechwarrior Online?
    Mechwarrior Online is a free-to-play, PC-based, online shooter produced by Piranha Games Interactive. MWO places you in the command seat of a heavily armed and armored walking battle machine that you pilot in team-based matches against other Mechwarriors. Your mech is very customizable and able to field a huge assortment of energy, ballistic, and missile weapons along with an array of modules and other utility items. At the end of each match you earn C-Bills, the in-game currency used to buy more items and mechs, and experience that is used to enhance the piloting abilities of your war machines. Between matches, you can customize your mech with a variety of engines, weapons, subsystem modules, and chassis enhancements until you have your chosen chassis tailored to your liking.

    There are currently six game modes:
    • In Skirmish, your team is pitted directly against the enemy team in a battle to the death! The team with the last mech standing wins.
    • In Assault, you and your team attempt to capture the enemy team's base without losing your own, or eliminate the enemy team.
    • For Incursion, which is similar to Assault, each team controls a base with fixed and destructible defenses (turrets, walls, etc.). Three command vehicles in each team's base must be destroyed for total victory.
    • Conquest is a traditional domination mode where you and your team are attempting to control resource nodes that generate victory points. The first team to reach 750 victory points, or that eliminates the opposing force, wins.
    • Domination focuses on controlling a central zone on a map, with tertiary objectives to destroy. If a team is uncontested in the zone, their timer decrements until victory; destroying the tertiary objectives adds time back to the timer.
    • Escort pits one team as the Defenders, escorting a (hilariously over-armored) VIP Atlas across the map. Meanwhile, the opposing Attackers attempt to destroy the VIP.
    Also, Faction Play pits player-based Mercenary Corps and PGI operated Houses against each other for control of entire planets and territory throughout the Inner Sphere; see the following post for more information!

    Sounds good, where do I start?
    1.) Download the client at http://www.mwomercs.com, or download it from Steam and install it.
    2.) Once logged into the game, go through the Training Academy tutorials. This game has a bit of a learning curve to it and while it's not super-steep, it's definitely not just a jump-in-and-click-things-until-you-win sort of game. Be sure to watch the Weapon Grouping video as it'll do the most to help keep you alive. Chain fire is your friend, learn to use it.
    2a.) Penny Arcade also did some Pilot Safety Posters and while they're humorous, they do have some good information in them.
    3.) When you start the game you will have access to a number of trial mechs that rotate out for new mechs every month or so. These are non-customizable mechs, designed by PGI and the community for ease-of-entry into learning the game (except for the Stalker; that thing's a newbie death trap). Select a mech, and use the in-game Tutorial and Training Grounds to get a feel for how the game controls. Move around. Shoot your guns. Try overheating, then remember that overheating is bad.
    4.) Jump into real matches! After each match you will earn some C-Bills, Mech XP, and General XP. C-Bills are the in-game currency used to buy everything except cosmetic items. At the end of each of your first twenty-five matches, you'll earn a Cadet C-bill bonus that you can save up to purchase your first mech. You'll also earn Mech XP, which is specific to the mech you earned it on and is used to buy piloting enhancements like faster torso rotation or better heat mitigation. You'll also also earn General XP that can be used on any mech, and can also be used to unlock modules and module improvements.
    5.) Mech Credits (MC) are the in-game currency that you purchase with real money in order to shortcut your way to a new mechs and equipment. MC is also used to purchase premium account status and cosmetic items for your mech like new paint jobs, and items to put in your cockpit like bobblehead dolls.
    6.) Need more advice? There's a solid Reddit thread here for new or returning players.

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    Twitter: https://twitter.com/TheOosiks
    Our anthem.

    We play on the Penny Arcade Ventrilo server; it's dangerous to go alone, so be sure to take this!
    http://www.ventrilo.com/download.php
    Host: vent15.gameservers.com
    Port: 4384
    Password: Ask one of the thread regulars!

    Our man @Gnome-Interruptus has also set us up with a MWO/BT specific Discord channel, for those so inclined:
    https://discord.gg/dpbeXd2
    Thanks Gnome!

    Interested in other Voice Comms/Team-Up Opportunities? Check the next post about Community Warfare!

    The Origins of the Oosik Irregulars
    The Oosik Irregulars formed when the 2nd Oosik Regulars, while deploying to protect a critical steelworks on Twycross, "mis-calculated" a set of jump coordinates and arrived instead in orbit of Talisker IV. Apparently not realizing the mistake, the Oosiks took up defensive positions--which would later prove fortunate, as the planet was subject to a surprise attack by a combined-arms force of 'mechs and infantry in an attempt to take control of its HPG uplink. In the ensuing battle, the HPG uplink was swiftly destroyed (allegedly due to friendly fire), but the Oosiks--now out of contact with their command structure--elected to remain on Talisker IV. They dug in around the capital city--incidentally home of the sector's only Class 3 brewery--and prepared to fight an extended siege. In the following weeks, the Oosiks earned a reputation as one of the most obdurate and immovable companies in the Inner Sphere. According to contemporary accounts, they could be dislodged neither by any quantity of enemy fire nor by the direct, angrily-shouted orders of their superiors.
    In the aftermath of the conflict, the Oosik Irregulars became a mercenary unit, claiming Talisker IV as their base of operations henceforth.

    Who are the Oosik Irregulars?
    We are a very loosely organized (and by loosely we mean not at all) mercenary corp that is open to anyone who wants to join. The Penny Arcade community frequently makes loose groups for new games just to make it easier to find people to play with, and while this started out as just another one of those it has grown into so much more. We formed under the banner of The Oosik Irregulars as a way to honor the great forumer @A Flock Of Walrus who brought us closed beta footage at the expense of his access to the game, and have since become a tightly-knit group of very active players.

    We don't care about player skill levels or general MWO experience. Our primary goal is to have fun and help each other out, including brand new players. If this is your first time launching the game we'll happily drop alongside you. We have a lot of experienced community members more than willing to help you out and I can't think of a single person that would refuse to let you roll in a lance with them. If you're an experienced pilot already then you'll also find players looking to push themselves as hard as possible in this game, and who are constantly working to improve their game. There is something for everyone in the Oosiks Irregulars!

    How do I join the Oosik Irregulars?
    The good news is you already have! There is no application, no interview, no skill level check, or anything else involved. Just show up, start playing, and don't be shy in the thread. We mostly don't bite.

    Do you guys stream matches at all?
    Several fine gentlemen in the Oosiks have thrown a stream party or two. Keep your eyes and ears on the thread! You just never know when.

    Where can I get a sig from!?
    PM @Nips, @TOGSolid, or @Kashaar

    What's this I hear about Oosik swag? I'm an Oosik now, and I'm woefully swag-free.
    Check out @Nips sig! He likes giving away freebies to underserved, swag-less Oosiks. Be sure to send him a PM, or he might not see your request!

    What the hell is a Targeting Computer? Or a Command Console? Why should I care?
    You generally shouldn't care, but if you're interested (and not in-game, when you're doing your theorycrafting, follow this link to an image that details what these pieces of equipment do!
    Command Console and Target Computer Stats

    ctp7GQC.png

    1.) Flanking is god.
    If there is a primary battle line and you're not in a mech that needs to be holding that line then circle around and pounce the stragglers/high value targets like LRM boats. Jumping the LRM boats is an especially game-changing thing to do because once those LRMs stop flying PUG players get really emboldened and ballsy. Even if you die you will still be the big god-damn hero. Learning the maps is a huge part of this; use the terrain to your advantage to successfully jump and annihilate packs of targets.

    2.) Learn your range bands and proper positioning.
    If you are a brawler then that doesn't necessarily mean you need to get in ASAP. Allow the fight to evolve a bit and wait for targets of opportunity. Go off to the sides and see if you have open lines to approach on to catch your enemies unaware. Conversely, if you are sniper and can still freely shoot things then why move in if you don't have to? Obviously, if you need to reposition to take advantage of the changing battle lines then do so but moving in just to move in? Nah, don't do this. This also kinda applies to brawlers since this is how you end up with a giant clusterfuck of people all at 10 meters trying to get hits in.

    3.) Learn your mech.
    Trying to get into a hill humping contest with a Stalker while you're in an Atlas? Bad idea. Your guns are low slung and you have to expose yourself a lot to use them. Doing it in a Jager? Brilliant. That mech's hardpoints are tailor-made for this sort of thing. This also means using these hardpoints to your advantage and putting appropriate weaponry in them. For instance, don't put your big guns in the lowest slung points on your mech. Keep em high and you'll be able to take advantage of any hills. Of course, this depends on your mech but this goes back to playing your chosen variant correctly. Don't use the Cataphract CTF-4X as a hill-humper because all the big guns are super low slung. DO use it to keep people suppressed when you can and as a heavy fire support mech. Similarly, don't try to use a Victor as a frontline mech. You hit hard but don't have Atlas grade armor to absorb hits with. DO use an Atlas for that because it's a purpose-built party crasher.

    4.) Play medium mechs a lot, even though the meta would make you think they're bad.
    Yes, really. The better armor and firepower of a heavy or assault Mech is no replacement for good situational awareness and positioning. Pick a mech with a specific role to flesh out your skills in that area, i.e. if you want to be a better brawler then run a HBK-4G. You will die a lot, you will get your ass kicked, and it will make you a better pilot.

    5.) Patience can help a lot.
    There are just as many times when hanging back and waiting for the right moment is just as advantageous as crashing the gates and going nuts. This is especially true in the current meta where a lot of stuff out there that can vaporize you if you get too ballsy.
    That said, there is a time and a place for coordinated, balls-out gate crashing. Going in with your buddies all at once can do amazing things to break the enemy's lines but it has to be done carefully and at the right time, which goes back to that whole fickle patience thing.

    6.) Let the pubbies go first.
    They tend to follow anyone that looks even remotely competent. Seeing as how we tend to love flanking maneuvers and speed we end up with a tendency to have the pubbies follow us when we're counting on them to blob to their usual locations. Wait a little bit at the start of the match before you strike out to do horrible things to the enemy's butts.

    7.) Want some great fundamentals training? Don't be shy about taking your mech onto the training grounds and just cruising around checking out the maps to learn it.
    While you're doing that keep moving at high speeds as you shoot up the dummy mechs to learn to move and shoot fluidly. Circle around them while keeping your crosshair on the target via torso twisting until you don't have to think about it. Practice popping up behind a hill, acquiring your target, firing, and hiding as fast as possible until it becomes second nature. The more skills you commit to muscle memory, the better a pilot you'll be. Remember, you fight like you train so train like you fight.

    8.) Want some great aim training?
    Pick up a copy of Unreal Tournament 2004 and setup a bot deathmatch with lightning guns only and the game speed mutator set to 150% speed. From here, practice getting headshots on the move in the training grounds. It's a hard target to hit in most mechs and it will help you fine tune your aim with MWO's weapons.

    9.) Call your targets to aid in focus firing and for Kerensky's sake, press R to lock on to your targets!
    With 12 vs 12 and the recent UI upgrades, we have more phonetic alphabet letters to learn to aid in target calling! For your reference here's the full list:
    OKbDZHn.jpg

    10.) Skill Trees and YOU, the Prospective MechWarrior
    With PGI's launch of the new Skill Tree system in June 2017, many pilots have been left wondering "WTF do I do with this thing?" Fortunately, your friend and mine @Gnome-Interruptus has provided a great shortcut to give you a jumpstart to your skill tree selections:
    Here is a pretty good all purpose Skill Tree build:
    https://tarogato-mwo.github.io/mwo_skill_planner/?4e0857e8-57c6-11e7-ae4c-ed0750ce1880

    This maxes out your:
    Weapons - Cooldown, Range, Heat Generation
    Operations - Cool Running, Heat Containment, Hill Climbing, Screen Shake Reduction
    Survival - Focused on armor & structure quirks, wasting as few points as possible on the rest
    Mobility - focused on Acceleration / Deceleration and Turning

    Tweak your remaining Weapons / Mobility / Survival trees to taste.

    Thanks Gnome!

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    0.) When in doubt, use Steam to install/load MWO. This way, you don't need to monkey around with the stand-alone launcher PGI originally released, that is rapidly approaching end-of-life.
    1.) A lot of times when emailing support they will have you run the official MWO repair tool. The repair tool is built into the launcher, select the gear icon in the upper right corner of the window, then select "Start the MWO repair tool". Try this before going any more in depth with trying to fix things!
    2.) A reinstall can do wonders if you're having problems with the bootstrap launcher (the patcher thing that pops up before you get the login window). Sometimes the uninstall goes wrong (because of course), so go here if it won't reinstall.
    3.) Try manually deleting the shader cache (MWO should do this automatically, but sometimes fails and it gets corrupted). The post in the link also gives steps to set up a batch script to force the deletion each time MWO loads.
    4.) This is a weird fix, but some people found that moving the install directory to another physical drive solves crashes. Literally cut/paste the directory and update shortcuts manually. Not sure if moving to another partition on the same drive helps.
    5.) Force your video card to stop power-save throttling and disable ambient occlusion.
    6.) Force multi-threading, in case the game isn't using all available cores.
    Tips from @Cabezone!
    7.) I recommend people run the repair tool even with a new installation. I've had crashing after a fresh install fixed by the tool.
    8.) Setting my PC to high performance also fixed an issue I was having where Mechwarrior was set to some low powered mode and the video card wasn't able to run full out.

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    GOOD HUNTING, MECHWARRIORS.
    A big thanks to @TOGSolid‌ for the last OP, upon which this one is heavily based. Thanks Tog!

    Last thread: https://forums.penny-arcade.com/discussion/209468/mechwarrior-battletech-the-oosik-irregulars-are-going-to-become-canon-evacuate-thread

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    NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    Faction Play (Community Warfare) and You, the aspiring MechWarrior

    With the close of 2014, the Faction Play (Community Warfare) game mode launched in MWO. CW (as we colloquially call it) has a unique set of rules from the pub games you are accustomed to, and you should be aware of the following things before getting in.

    1. Faction Play is a faction-on-faction battle for control of planetary territories.
    Once logged into the game, click on the Faction tab. You will see the ongoing struggle of the player-supported factions in MWO, represented by a map of the Inner Sphere.

    Zsdxe2h.png
    (Image taken during Invasion Era, Year 3057 (Dec-2017). Note the total Clan domination.)[/center]


    2. You must be associated with a Faction to participate in Faction Play matches.
    Play a lot of MWO, but not aligned to a Faction? Reading this post? Congratulations, you're an Oosik! This entitles you to admittance to our entirely-undiscriminating Units in MWO, which will align you with one of the great Factions on offer! We have two Units for your Stompy Robot convenience:
    JVx1Vm2.png
    The Oosik Irregulars (Inner Sphere side - Free Rasalhague Republic aligned)

    The original bastion of stompy bot goodness, you'll want to join this Unit if you enjoy carousing, alcoholism, Space Vikings, and old-school Inner Sphere Mechs. Simply ask any current member for a Unit invite, and you'll be in on the ground floor of our one-story operation.
    Note that you will need to have a proper complement of Inner Sphere Mechs to participate in CW with the Irregulars; see more below!
    exymtN6.png
    The Iron Oosiks (Clan side - Clan Ghost Bear aligned)

    The newest hotness in the Inner Sphere, you'll want to join this unit if you enjoy whales, alcoholism, tribal ceremonies, and the newest and sleekest Clan 'Mech rides.
    Note that you will need to have a proper complement of Clan Mechs to participate in CW with the Iron Oosiks; see more below!

    You don't need to be in a Unit to participate in CW, but it's one of the most expedient ways to accomplish getting drops.


    3. You must have a proper drop deck of Mechs ready to participate in CW matches.
    A drop deck is a set of four valid mechs (no more, no less), weighing between 160 and 250 (Clan) or 265 (IS) total tons (NOTE: This changes with some regularity). Each 'Mech in your drop deck must be faction appropriate; at this time, this means IS 'Mechs for an IS faction, and Clan 'Mechs for a Clan faction.

    To reiterate: There is NO cross-faction availability of chassis for the initial launch of CW. If you are in an IS unit, you may only use IS 'Mechs. If you are in a Clan unit, you may only use Clan 'Mechs. This is why the Oosiks are offering two different units to join, to fit your desired playstyle.


    4. The Queueing system for CW matches is, bluntly put, hard to grok.
    To help players understand how the matchmaker works in CW, and to detail recent (Jan-2015) changes to the system, PGI has posted an infographic-studded explanation on their forums. Read through it, and group up for great justice!

    To help this a bit though....


    5. The Looking For Group Window

    At the bottom of the Client UI, you'll see a small button labeled LFG. When you click this button, a small prompt will open up saying "Looking for Public Queue Matches" or "Looking for Community Warfare Matches"; select the latter. This will signal to drop commanders that are forming teams in-game that you are available. It also allows you to see if a team has sent you an invite.



    How in the heck are the maps determined for a Faction Warfare match?

    Courtesy of my friend and yours, @Gnome-Interruptus:
    When you queue for Faction Warfare, as soon as the system decides which segment of a planet you are fighting over, it will put a crosshairs on it. There are six Faction Warefare maps, and 13 segments.

    So as soon as you have a 12 man team formed and are waiting for the opposition team to form, you will know which map you are on, and if you are attacking or defending.

    If you are the second team to form, as soon as the countdown timer in the top right starts, it will also tell you which game mode and map you are on.

    As a note, once you know which map you are dropping on, there is no way to back out and cancel AFAIK; otherwise it would be too ripe for abuse.

    For the image-inclined:

    t0a4ieG.png



    Want to play some CW, but can't find enough Oosiks to properly group? The Free Rasalhague Republic faction maintains a public Teamspeak server through which to coordinate team-ups! You can find more info at https://www.reddit.com/r/OutreachHPG/comments/6efbs6/frrkurita_hub_teamspeak_address_change_to/

    Teamspeak Server Address: frrhub.isengrim.org
    Teamspeak Server Password: Dragon

    Several Oosik Irregulars have vetted this team-up and voice option, and found it to be valuable!



    Want to see a super-cool time-lapse image of the state of holdings in the Inner Sphere during Beta 1? Click Here! (OP is old, but check later in the thread for more fun images.



    Helpful Tips from your Oosik Buddies
    • Except in unusual circumstances, you will want to maximize the weight of your drop deck. This means using the full 240 tons available to you, which across four mechs averages to approximately 60 tons per mech. If you choose not to drop with any Assault class mechs, this means your deck will consist of heavier Medium and lighter Heavy mechs. Plan accordingly!
    • The speed of the mechs in your deck can be important. Particularly slow Assault mechs may have difficulty repositioning when a firing line changes shape. Stay aware of your positioning, and be ready to shift locations as the battle moves around.
    • Energy weapon-based builds are your lifeblood. Ammo issues are far more pronounced in Invasion matches than in random Assault/Skirmish/Conquest (ASC) drops. There are some exceptions, but overall you'll want to gravitate toward more energy-heavy setups in order to stay relevant in the long game.
    • Counterpoint: Ammunition-based weapons have an advantage over energy weapons in that they run cooler, and mechs with ballistics and missiles can sustain short-term fire longer than energy boats can. This is great against the tanky Clan mechs you will face. Running out of ammo is a solvable problem: if you are on Offense, you're probably not going to live long enough to spend all your ammo except in attrition-based standoffs, and on Defense running out of ammo means your team is probably up on kills. In the latter case, you can then afford to send your dry mech outside the gates to scout and disrupt.
    • On Sulfurous Rift, defending as the IS, you want to fight outside of the gates; Clan mech speed and durability means you want to fight with as much depth to your defensive line/area as possible.
    • XL Engines are a gamble as an IS player, but this is no different than in ASC drops. If you are comfortable with rolling your torsos to spread damage, and proficient at using cover while taking shots, the weight freed up by an XL engine will help put your loadout on a closer footing to those used by the Clans.
    • Stay in cover and group up with friendly mechs as much as possible. The Clans like to use their superior range, and leverage the speed of their Medium and Heavy mechs. As an IS mech pilot, you want to find good corners and cover to force them into your optimal range. Going Leeroy Jenkins is rarely productive, nor is sitting 800 meters away from the fight trying to utilize the maximum range of all of your weapons.
    • Want to see some suggestions for good builds for your Drop Deck? MetaMechs has a tiered listing of all the current mechs, with suggested builds. Not all of the builds are considered "Oosik Approved", but are worth looking over and considering.

    Thanks to @Kaboodles_The_Assassin, @Gnome-Interruptus, and @Konphujun for some of these helpful tips!

    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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    IoloIolo iolo Registered User regular
    Whoa, that's a lot of OP goodness!

    Still loving Battletech. I'm on the hunt for the last 1/3rd of a Highlander 733 which is the only possibly upgrade for my pure missile boat Stalker. <3

    Lt. Iolo's First Day
    Steam profile.
    Getting started with BATTLETECH: Part 1 / Part 2
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    NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    I still need to grab the {FOR THE OP} stuff from the last thread, but that'll have to wait until I don't have an infant babbling for my attention. ;)

    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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    MortiousMortious The Nightmare Begins Move to New ZealandRegistered User regular
    I think if they redo the skill/morale system, they should link it. With skills unlocking morale abilities.

    That way you can have a wider variaty, without having too many on a single pilot, and the power disparity between skills can be balanced around activation cost.

    Move to New Zealand
    It’s not a very important country most of the time
    http://steamcommunity.com/id/mortious
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    RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    I'm kind of disappointed to read that my pilots will be 10/10/10/10 eventually. I get that it's somewhat balanced by only getting three total skills, but it still feels weird.

  • Options
    3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    Rius wrote: »
    I'm kind of disappointed to read that my pilots will be 10/10/10/10 eventually. I get that it's somewhat balanced by only getting three total skills, but it still feels weird.

    Not necessarily I beat the game with my pilots at 10/7-8/10/10!

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    HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    Mmm that new thread smell.

    Reminder that abusing Gauss Rifles does not a mech warrior make.

  • Options
    KelorKelor Registered User regular
    I feel like you get most of the goodies at rank nine anyway.

    Called shot mastery, +30 heat tolerance and extra evasion pips are really good.

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    ErlkönigErlkönig Seattle, WARegistered User regular
    Henroid wrote: »
    Mmm that new thread smell.

    Reminder that abusing Gauss Rifles does not a mech warrior make.

    Define "abusing"

    Would mounting 4 and setting up a macro to constantly fire them in a sort of hackneyed HAG-like weapon count as abuse?

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    MortiousMortious The Nightmare Begins Move to New ZealandRegistered User regular
    edited May 2018
    That reminds me I want to setup a macro for firing UAC2s. They fire too quickly for me to do it manually without feeling like I'm fucking up my hand and my mouse.

    Mortious on
    Move to New Zealand
    It’s not a very important country most of the time
    http://steamcommunity.com/id/mortious
  • Options
    NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    edited May 2018
    Mortious wrote: »
    That reminds me I want to setup a macro for firing UAC2s. They fire too quickly for me to do it manually without feeling like I'm fucking up my hand and my mouse.

    Way back, before even the Clans were a thing, I macro'd 4xAC/2 on one of my Jagers. Fuck, that was fun. It was essentially a 'Mech-sized buzzsaw.

    Then Ghost Heat got introduced, and blew that all to hell.

    [EDIT] OH WAIT, SHIT! They took Ghost Heat off the /2's. Gotta take another look at that, then.

    Nips on
    JXUBxMxP0QndjQUEnTwTxOkfKmx8kWNvuc-FUtbSz_23_DAhGKe7W9spFKLXAtkpTBqM8Dt6kQrv-rS69Hi3FheL3fays2xTeVUvWR7g5UyLHnFA0frGk1BC12GYdOSRn9lbaJB-uH0htiLPJMrc9cSRsIgk5Dx7jg9K8rJVfG43lkeAWxTgcolNscW9KO2UZjKT8GMbYAFgFvu2TaMoLH8LBA5p2pm6VNYRsQK3QGjCsze1TOv2yIbCazmDwCHmjiQxNDf6LHP35msyiXo3CxuWs9Y8DQvJjvj10kWaspRNlWHKjS5w9Y0KLuIkhQKOxgaDziG290v4zBmTi-i7OfDz-foqIqKzC9wTbn9i_uU87GRitmrNAJdzRRsaTW5VQu_XX_5gCN8XCoNyu5RWWVGTsjJuyezz1_NpFa903Uj2TnFqnL1wJ-RZiFAAd2Bdut-G1pdQtdQihsq2dx_BjtmtGC3KZRyylO1t2c12dhfb0rStq4v8pg46ciOcdtT_1qm85IgUmGd7AmgLxCFPb0xnxWZvr26G-oXSqrQdjKA1zNIInSowiHcbUO2O8S5LRJVR6vQiEg0fbGXw4vqJYEn917tnzHMh8r0xom8BLKMvoFDelk6wbEeNq8w8Eyu2ouGjEMIvvJcb2az2AKQ1uE_7gdatfKG2QdvfdSBRSc35MQ=w498-h80-no
  • Options
    Phoenix-DPhoenix-D Registered User regular
    I feel like making XP cost scale with the number of total skills rather than per track might have been more interesting.

    So a 9-1-5-3 pilot would cost the same to bring that 1 to a 2 as the 9 to a 10.

  • Options
    SyngyneSyngyne Registered User regular
    Henroid wrote: »
    Mmm that new thread smell.

    Reminder that abusing Gauss Rifles does not a mech warrior make.

    No, but for a brief shining period a 2xGauss 1xERPPC Murdermets was glorious.

    5gsowHm.png
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    BetsuniBetsuni UM-R60L Talisker IVRegistered User regular
    Nips wrote: »
    Mortious wrote: »
    That reminds me I want to setup a macro for firing UAC2s. They fire too quickly for me to do it manually without feeling like I'm fucking up my hand and my mouse.

    Way back, before even the Clans were a thing, I macro'd 4xAC/2 on one of my Jagers. Fuck, that was fun. It was essentially a 'Mech-sized buzzsaw.

    Then Ghost Heat got introduced, and blew that all to hell.

    [EDIT] OH WAIT, SHIT! They took Ghost Heat off the /2's. Gotta take another look at that, then.

    Heck yeah you need to bring back the 4 AC2 Rifleman. Oh wait, I already have one and it is awesome. Especially when you chain fire them instead of 4 at once.

    oosik_betsuni.png
    Steam: betsuni7
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    see317see317 Registered User regular
    Henroid wrote: »
    Mmm that new thread smell.

    Reminder that abusing Gauss Rifles does not a mech warrior make.

    I'm pretty sure that piloting a giant, heavily armed robot and blowing up other similarly giant and heavily armed robots makes a mech warrior.
    The specific method you use to do so? Not so much.

  • Options
    WotanAnubisWotanAnubis Registered User regular
    My only Heavy is a Quickdraw and it has basically no armor, so I kind of want another Heavy before tackling the next story mission.

    But... I also feel like relaxing a bit in lower difficulty systems where I'm unlikely to run across Heavies.

    Decisions, decisions.

  • Options
    Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User regular
    My only Heavy is a Quickdraw and it has basically no armor, so I kind of want another Heavy before tackling the next story mission.

    But... I also feel like relaxing a bit in lower difficulty systems where I'm unlikely to run across Heavies.

    Decisions, decisions.
    You can fix the No Armor situation. If you are LRM boating, you can relegate that duty to one of your Mediums. Might as well make your frontline Mech the most Heavy/heavily armored

    8i1dt37buh2m.png
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    KayKay What we need... Is a little bit of PANIC.Registered User regular
    Nips wrote: »
    Pilots have four skills - Gunnery, Pilots, Tactics, and Guts - which confer different passive bonuses - gunnery and piloting are obvious; guts increases survivability as well as brawny stuff like reducing recoil penalties from AC shots, and tactics covers indirect fireand doing tricks with the initiative system. Each skill also grants two special active abilities (one at rank 5 in a skill, the other at rank 8, provided they have the basic ability for that skill already). Pilots only have three skill slots, though, so even a veteran pilot with max ranks in all abilities will only ever have three active powers (the first three they qualified for), leading to a lot of different possible specializations.


    Mechs have a stability meter, which has a critical 'unstable' point that is affected by the Mechwarrior's Piloting score. Different weapon attacks suffered by the mech fill the meter to different degrees (AC20 or melee fills it a lot, lasers not at all). When it's filled to the 'unstable' point, the mech can no longer benefit from certain kinds of defense and movement bonuses. When it's full, the mech falls over.

    Couple of errors in the OP that I've corrected in bold red.

    ew9y0DD.png
    3DS FCode: 1993-7512-8991
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    ButtcleftButtcleft Registered User regular
    Nips wrote: »
    Mortious wrote: »
    That reminds me I want to setup a macro for firing UAC2s. They fire too quickly for me to do it manually without feeling like I'm fucking up my hand and my mouse.

    Way back, before even the Clans were a thing, I macro'd 4xAC/2 on one of my Jagers. Fuck, that was fun. It was essentially a 'Mech-sized buzzsaw.

    Then Ghost Heat got introduced, and blew that all to hell.

    [EDIT] OH WAIT, SHIT! They took Ghost Heat off the /2's. Gotta take another look at that, then.

    Remember my Buzzsaw?

    a King Crab with 6xAC2 and a macro to rapid fire them on chain?

    It was hilariously useless, but god it was fun.

  • Options
    BetsuniBetsuni UM-R60L Talisker IVRegistered User regular
    Buttcleft wrote: »
    Nips wrote: »
    Mortious wrote: »
    That reminds me I want to setup a macro for firing UAC2s. They fire too quickly for me to do it manually without feeling like I'm fucking up my hand and my mouse.

    Way back, before even the Clans were a thing, I macro'd 4xAC/2 on one of my Jagers. Fuck, that was fun. It was essentially a 'Mech-sized buzzsaw.

    Then Ghost Heat got introduced, and blew that all to hell.

    [EDIT] OH WAIT, SHIT! They took Ghost Heat off the /2's. Gotta take another look at that, then.

    Remember my Buzzsaw?

    a King Crab with 6xAC2 and a macro to rapid fire them on chain?

    It was hilariously useless, but god it was fun.

    I saw a 6UAC2 King Crab the other day. It reminded me of you.

    oosik_betsuni.png
    Steam: betsuni7
  • Options
    ButtcleftButtcleft Registered User regular
    Betsuni wrote: »
    Buttcleft wrote: »
    Nips wrote: »
    Mortious wrote: »
    That reminds me I want to setup a macro for firing UAC2s. They fire too quickly for me to do it manually without feeling like I'm fucking up my hand and my mouse.

    Way back, before even the Clans were a thing, I macro'd 4xAC/2 on one of my Jagers. Fuck, that was fun. It was essentially a 'Mech-sized buzzsaw.

    Then Ghost Heat got introduced, and blew that all to hell.

    [EDIT] OH WAIT, SHIT! They took Ghost Heat off the /2's. Gotta take another look at that, then.

    Remember my Buzzsaw?

    a King Crab with 6xAC2 and a macro to rapid fire them on chain?

    It was hilariously useless, but god it was fun.

    I saw a 6UAC2 King Crab the other day. It reminded me of you.

    God now I want to get the macro again and try MAL-MX90 6xAC2 300LE

  • Options
    HydroSqueegeeHydroSqueegee ULTRACAT!!!™®© Registered User regular
    I'm finally amassing a decent contingency of Assaults. 2 BLR-1G, AWS-8Q, ZEU-5S, 733 and 732B Highlanders. Still haven't seen any Atlas in the wild. Or anything other than what I've been able to piece together.

    I may do a second playthrough when I'm done and up the needed salvage to 6 and start the game with a light mech Lance. Then just tour around in the Leppard for a couple decades.

    kx3klFE.png
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    see317see317 Registered User regular
    Buttcleft wrote: »
    Betsuni wrote: »
    Buttcleft wrote: »
    Nips wrote: »
    Mortious wrote: »
    That reminds me I want to setup a macro for firing UAC2s. They fire too quickly for me to do it manually without feeling like I'm fucking up my hand and my mouse.

    Way back, before even the Clans were a thing, I macro'd 4xAC/2 on one of my Jagers. Fuck, that was fun. It was essentially a 'Mech-sized buzzsaw.

    Then Ghost Heat got introduced, and blew that all to hell.

    [EDIT] OH WAIT, SHIT! They took Ghost Heat off the /2's. Gotta take another look at that, then.

    Remember my Buzzsaw?

    a King Crab with 6xAC2 and a macro to rapid fire them on chain?

    It was hilariously useless, but god it was fun.

    I saw a 6UAC2 King Crab the other day. It reminded me of you.

    God now I want to get the macro again and try MAL-MX90 6xAC2 300LE

    That looks fun.
    Just curious, if you hold down the fire button, does it over heat before it runs out of ammo?

  • Options
    ButtcleftButtcleft Registered User regular
    see317 wrote: »
    Buttcleft wrote: »
    Betsuni wrote: »
    Buttcleft wrote: »
    Nips wrote: »
    Mortious wrote: »
    That reminds me I want to setup a macro for firing UAC2s. They fire too quickly for me to do it manually without feeling like I'm fucking up my hand and my mouse.

    Way back, before even the Clans were a thing, I macro'd 4xAC/2 on one of my Jagers. Fuck, that was fun. It was essentially a 'Mech-sized buzzsaw.

    Then Ghost Heat got introduced, and blew that all to hell.

    [EDIT] OH WAIT, SHIT! They took Ghost Heat off the /2's. Gotta take another look at that, then.

    Remember my Buzzsaw?

    a King Crab with 6xAC2 and a macro to rapid fire them on chain?

    It was hilariously useless, but god it was fun.

    I saw a 6UAC2 King Crab the other day. It reminded me of you.

    God now I want to get the macro again and try MAL-MX90 6xAC2 300LE

    That looks fun.
    Just curious, if you hold down the fire button, does it over heat before it runs out of ammo?

    Most assuredly.

  • Options
    HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    MWO

    4 kills, 5 assists, 1000+ damage in one round. Yeah I like my Timber Wolf.

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    TiglissTigliss Registered User regular
    @Nips excellent paper pushing. These threads are moving quick (not like poor Decker).

    l7n41RV.png
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    HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    edited May 2018
    MWO

    I made a decision for my first Assault class mech. A Dire Wolf (noticing a pattern?), Prime variant. I'm going to immediately drop the LRM10 rack from it, but I otherwise like the loadout (two UAC/5, four ERLL, four MPL). With the LRMs and ammo gone that's another 3.5 tons to slot in either more UAC/5 ammo or DHS or both. Probably the latter, as it has 7 by default (an additional two in the engine as well).

    Edit - I should note I haven't bought this yet. I'm about 10.6 million CBs off. :P

    Henroid on
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    NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    Tigliss wrote: »
    @Nips excellent paper pushing. These threads are moving quick (not like poor Decker).

    :thumbs up:

    Agreed. Except my Dekker's in the back, pushing all the Missiles buttons he can reach, sipping a whiskey.

    My Glitch, on the other hand....there's a story I'll tell later.

    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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    MortiousMortious The Nightmare Begins Move to New ZealandRegistered User regular
    edited May 2018
    Henroid wrote: »
    MWO

    I made a decision for my first Assault class mech. A Dire Wolf (noticing a pattern?), Prime variant. I'm going to immediately drop the LRM10 rack from it, but I otherwise like the loadout (two UAC/5, four ERLL, four MPL). With the LRMs and ammo gone that's another 3.5 tons to slot in either more UAC/5 ammo or DHS or both. Probably the latter, as it has 7 by default (an additional two in the engine as well).

    Edit - I should note I haven't bought this yet. I'm about 10.6 million CBs off. :P

    For assaults, at least on the Clan side, the Maruader IIC is pretty good, and the Kodiak K3 is the undisputed king of dakka.

    Both of these are Battlemechs, so you can put larger engines in them, because other wise assaults are...so...slow.

    Dire Wolves aren't that great, being too slow with low mounted weapons. However the 8xUAC2 Dire Wolf (you'll need a macro) is kinda kooky and I want one.

    Mortious on
    Move to New Zealand
    It’s not a very important country most of the time
    http://steamcommunity.com/id/mortious
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Henroid wrote: »
    MWO

    I made a decision for my first Assault class mech. A Dire Wolf (noticing a pattern?), Prime variant. I'm going to immediately drop the LRM10 rack from it, but I otherwise like the loadout (two UAC/5, four ERLL, four MPL). With the LRMs and ammo gone that's another 3.5 tons to slot in either more UAC/5 ammo or DHS or both. Probably the latter, as it has 7 by default (an additional two in the engine as well).

    Edit - I should note I haven't bought this yet. I'm about 10.6 million CBs off. :P

    For my Dire Prime I went with, 2x UAC10, 6x MPLas, 1x SSRM6 / LRM10

    The LRM may be the better choice just to give you something to do while getting in a good firing position.

    steam_sig.png
    MWO: Adamski
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    TiglissTigliss Registered User regular
    Nips wrote: »
    Tigliss wrote: »
    Nips excellent paper pushing. These threads are moving quick (not like poor Decker).

    :thumbs up:

    Agreed. Except my Dekker's in the back, pushing all the Missiles buttons he can reach, sipping a whiskey.

    My Glitch, on the other hand....there's a story I'll tell later.

    Headshot in the first mission from the tank.

    l7n41RV.png
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    BeornKBeornK Registered User regular
    So I'm really enjoying the game. I've decided the game would benefit from:
    1. pilot rolls to avoid falling
    2. pilot rolls to avoid/reduce falling damage
    3. splitting the bonus +4 to hit from the called shot morale bonus into two separate abilities
    4. higher resell values. The pittance we get from selling spare parts/mechs is insulting compared to how much they cost
    5. newly collected mechs auto go into storage. Force me to spec it out instead of giving me a fully loaded mech
    6. during some missions randomly have them select a mech and go hog on it regardless. My rear echelon lrm centurion could probably run 2 tons of armor at this point and still be fine.
    7. have the enemy sometimes retreat
    8. have the enemy mechs sometimes eject.
    9. have the stop enemy from escaping have to spend a full round in the escape location
    10. require enemy mechs to spawn at least 300 meters from your spawn point
    11. urban mech in low tier missions.
    12. city combat complete with asphalt slides
    13. infantry
    14. replace Juggernaut with something useful (charge attack: sprint and melee maybe?)

    That said I'm totally digging the game. I love the scrimping to get by especially in the beginning. Now that I have the argo up and some spare pilots and mechs things aren't so bad...

    DS0mQJS.png
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    MortiousMortious The Nightmare Begins Move to New ZealandRegistered User regular
    While I have a K3, I refuse to pilot one out of principle.

    Move to New Zealand
    It’s not a very important country most of the time
    http://steamcommunity.com/id/mortious
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    Phoenix-DPhoenix-D Registered User regular
    The urbie is in the game but cut from SP AI Lance's as it's so slow it fucks up the AI.

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    HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    Mortious wrote: »
    Henroid wrote: »
    MWO

    I made a decision for my first Assault class mech. A Dire Wolf (noticing a pattern?), Prime variant. I'm going to immediately drop the LRM10 rack from it, but I otherwise like the loadout (two UAC/5, four ERLL, four MPL). With the LRMs and ammo gone that's another 3.5 tons to slot in either more UAC/5 ammo or DHS or both. Probably the latter, as it has 7 by default (an additional two in the engine as well).

    Edit - I should note I haven't bought this yet. I'm about 10.6 million CBs off. :P

    For assaults, at least on the Clan side, the Maruader IIC is pretty good, and the Kodiak K3 is the undisputed king of dakka.

    Both of these are Battlemechs, so you can put larger engines in them, because other wise assaults are...so...slow.

    Dire Wolves aren't that great, being too slow with low mounted weapons. However the 8xUAC2 Dire Wolf (you'll need a macro) is kinda kooky and I want one.
    My concept of play with the Dire Wolf, concerning the speed, is to play it as defense or a sort of moving staging ground for my teams. The MPLs will let me enforce anything that tries to come around for a flank, with the EPLL being the absolute "I CAST THEE OUT" shot. The UAC/5 will be around for ranged harassing or generally scaring things away.

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    Trajan45Trajan45 Registered User regular
    I hate when well laid plans fall apart. Map with rough terrain bridge, I'm all heavies fighting 2 Assaults and 2 heavies. Full salvage on the Banshee and Thunderbolt. Leaves just the Highlander, feeling good. All of a sudden reinforcements show up, 2 demolishers and 2 SRM carriers. 1 turn and they are in range (didn't know what they were till then) and kill 2 of my mechs...

    Origin ID\ Steam ID: Warder45
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    ErlkönigErlkönig Seattle, WARegistered User regular
    edited May 2018
    Y'know, the only Dire Wolf build I've actually liked is my somewhat gimmicky build.

    6xLB5X+1xERML

    Is it a good build? Aw hell no. Is it fun to be the Kool-Aid Man who smashes in and shoots all the shotguns? Aw hell yes

    Erlkönig on
    | 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
    edited May 2018
    Phoenix-D wrote: »
    The urbie is in the game but cut from SP AI Lance's as it's so slow it fucks up the AI.

    NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

    how am i supposed to get the Urbie, then? :sad:

    On an unrelated note, anyone got a good build for the Orion in Batteltech? I have what I feel are terrible builds on both my Orions .

    on the K I have an AC20(3ton ammo) 2xSRM4 (1ton Ammo), 4jjs and the rest heatsinks and nearly maxed armor.

    the the V is just 3xLRM15 and 5tons of ammo, 1jj and nearly maxed armor (for when the ammo runs out and its DFA/Punchin time.)

    Buttcleft on
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    NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    Phoenix-D wrote: »
    The urbie is in the game but cut from SP AI Lance's as it's so slow it fucks up the AI.

    I feel like in a patch HBS should implement a special drop mission, where the defenders are a company of Urbies.

    Keep them out of the regular rotation, but at least give them a place in the SP game.

    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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