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[BATTLETECH/MechWarrior] An Annihilator shot this thread straight through. [CLOSED]

NipsNips He/HimLuxuriating in existential crisis.Registered User regular
edited December 2019 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.

U1X1CMu.jpg

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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.

Want more beginner tips?
Inquisitor wrote:
First video in Party Elite's Battletech Basics video series, good for more visual learners who want a breakdown of UI elements and basic gameplay ideas:
https://youtu.be/TCBGZeiNAB0

Christopher Eck's Eckcellent Primer to BattletEck Combat Systems (OpNote: I don't condone the excessive branding, but the content is good!)
https://steamcommunity.com/sharedfiles/filedetails/?id=1365402907


Want to know all the stats, for all the things? There's a spreadsheet for that!
https://docs.google.com/spreadsheets/d/1fnaqQv8nnYpy9gtQm75-D6fmYfNJ5u3OALSIe8ckOuo/htmlview?usp=sharing&sle=true


More tips, locally-sourced from SE++
So. A few short notes on various types of weapons in Battletech:

LRMs:
The LRM5, LRM15 and LRM20 are roughly equivalent. It might not seem so (due to weight differences etc), but it's basicly like this.
1. All LRMs take up 1 slot per 5 missiles.
2. LRM20s and LRM15s are heavier than LRM5s per missiles fired (LRM20 more so than LRM15), but that's because they have built in Heatsinks. Actually slightly better than normal heatsinks because it's better to not generate heat in the first place. Try it yourself by building a 60 missile salvo and then heatbalancing the various builds. Also, bigger launchers means fewer hardpoints used.
3. LRM10s suck. 1 LRM10 has 100% more missiles, generate 100% more heat but it weighs 150% more. Yeah. It sucks. Don't use it.
Conclusion: Avoid LRM10s. Smaller mechs (where total heat is less of an issue) should generally use LRM5s, singly or in pairs, since it has the best damage/ton. Once you're generating 30+ heat with all your weapons in the long rangeband LRM15s and LRM20s are roughly equivalent, with LRM15s having an advantage in cold regions and LRM20s an advantage in hot regions.
SRMs
While all SRM launchers are equal in terms of weight they're not equivalent in heat. SRM2s generate 3 heat per missile, while SRM4s only generate 2 heat per missile. SRM6s are basically a mashed together SRM4 and SRM2. SRM6s do have the advantage that it's the maximum amount of missiles per hardpoint.
The loadout principle for SRMs should be:
1. Fill out your hardpoints with SRM4s
2. Add sufficient ammo (6-15 full salvos is generally ideal. Closer to 15 the more you rely on SRMs to deal your damage for you).
3. Do you still have heat/weight left for more missiles. Replace SRM4s with SRM6s until satisfied.
Support weapons:
So Small laser or MG? Well, basically it depends on what you're going to use them for, and how many. Small lasers generate more damage per ton, but fire only one shot and generate heat. MGs fire 5 shots, have a bonus to crit (so they're amazing critseekers) but require ammo. And this heat vs ammo thing is really important. 1 ton of ammo for a ½ ton weapon is WAY overkill, and you'll basicly need to use 4+ MGs to even hope to make a dent in your ammo supply. On the other hand Small lasers start to generate significant amounts of heat once you have 3 or 4 of them. At the same time you have to take the heat from the rest of your arsenal into account, because once you need heatsinks a small laser basicly needs two heatsinks to compensate for the heat generated. Not so efficient.
My rule of thumb:
1. If you have a single Support weapon hardpoint, always use Small lasers. It has the best damage per ton of any weapon and 5 heat is piddly.
2. At 2 hardpoints you have to ask yourself, am I running a very cool or a very hot mech? Am I even going to use my small lasers outside melee? The hotter your mech is the more it favors using MGs.
3. At 4+ hardpoints you should probably use MGs. The Firestarter for example will use its support hardpoints mainly for short ranged damage, and since it runs very hot with its huge array of energy weapons it should probably use MGs. A Grasshopper should probably also use MGs, since it will probably use 6 of them. A shadowhawk on the other hand should probably use Small Lasers.
ACs:
The useful ACs seem to be AC/20 and AC/5.
The AC/5 is like a slightly heavier but much cooler PPC, and an ideal weapon for long range sniping. Especially if you're going to mount two of them since 2xPPCs is like rolling in molten lava.
The AC/2 and AC/10 on the other hand seem to have very pathetic advantages over the AC/5 at a huge cost in damage/ton. Comparing the AC/2 and AC/5...The AC/5 is 33% more weight for almost 100% more damage? Sign me up, because 540 meters is plenty of range. The more ammo per ton isn't really significant between the AC/2 and AC/5.
The AC/20 is another huge leap in damage over the AC/10, this at a very small extra cost in terms of tonnage. Also, the intimidation factor of the AC/20 is significant

Want to edit the Oosik Irregulars logo into the game? Say no more!
So I had a hell of a time guessing the right settings to modify the emblems to get the Oosik logo into the game. Dunno if anyone else has done it, but here is a download link you can copy right into:
Steam/steamapps/common/BATTLETECH/BattleTech_Data/StreamingAssets/emblems/player

It will replace the Paradox Logo and you can switch to it in your Quarters on the Argo in game.

https://drive.google.com/file/d/1G64xeFrOxCFTnaYTWARo-7eJHmzUW87x/view?usp=sharing

Simple!


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

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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.

    y9MOj1q.png

    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.

    JVx1Vm2.png
    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 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.) Builds, Builds, Builds!
    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?". Also, the metagame is a constantly-shifting monster, and 'Mechs routinely come in and out of favor among the MWO regulars. To help a returning player get back in, the following metagame builds list was recommended by current MWO-grinder and friend to all @Nobody:
    https://docs.google.com/spreadsheets/d/1D6JeACWx6Bah_ZOCqgxMEmROP-fJh2dYf87RbhXh_gI/htmlview#

    hfP4AFJ.jpg

    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.

    o7ZWVXI.jpg
    GOOD HUNTING, MECHWARRIORS.
    A big thanks to @TOGSolid‌ for the last OP, upon which this one is heavily based. Thanks Tog!

    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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    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.

    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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    BetsuniBetsuni UM-R60L Talisker IVRegistered User regular
    edited May 2019
    Fitting that the first post is the announcement that today is Oosik Night. See there @Nobody @Erlkönig .

    Edit: I also want to approve the title. It is the only mech to pilot.

    Betsuni on
    oosik_betsuni.png
    Steam: betsuni7
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    NobodyNobody Registered User regular
    might be a little late but I’ll be on.

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    Dark_SideDark_Side Registered User regular
    edited May 2019
    It's so weird seeing faction play in the OP. Do those games even pop anymore?

    Dark_Side on
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    BetsuniBetsuni UM-R60L Talisker IVRegistered User regular
    I honestly stopped playing it when they changed the name to Faction Play. Also coincided with the FRR sort of falling apart.

    oosik_betsuni.png
    Steam: betsuni7
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    ErlkönigErlkönig Seattle, WARegistered User regular
    Cross-posting from the last thread:
    Nobody wrote: »
    What build for the ANH?

    Generally the advantage it has over the KGC is hard points and hit boxes. You can roll some damage in the ANH and even take hits on the arms, you also have the nice high hard points which gives you some ability to cover where the KGC has to go full frontal to get the arm mounts into the game

    So, as mentioned, it's an adaptation of my King Crab build:

    King Crab

    Anni

    I'm also less than thrilled about having my CASE'd ammo all located in the one ST...I might sacrifice half a ton of LB2X ammo to split that up.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
  • Options
    NobodyNobody Registered User regular
    Erlkönig wrote: »
    Cross-posting from the last thread:
    Nobody wrote: »
    What build for the ANH?

    Generally the advantage it has over the KGC is hard points and hit boxes. You can roll some damage in the ANH and even take hits on the arms, you also have the nice high hard points which gives you some ability to cover where the KGC has to go full frontal to get the arm mounts into the game

    So, as mentioned, it's an adaptation of my King Crab build:

    King Crab

    Anni

    I'm also less than thrilled about having my CASE'd ammo all located in the one ST...I might sacrifice half a ton of LB2X ammo to split that up.

    Hmm, if you like AC/2 weapons there are a couple of variants over at Grimmechs, one runs 6xAC/2s, the other is 3xRAC/2+3xAC/2

    Can’t speak to either (mine runs the standard UAC/30) but I’ve seen videos of a guy popping off in the 6xAC/2 build

  • Options
    ErlkönigErlkönig Seattle, WARegistered User regular
    Nobody wrote: »
    Erlkönig wrote: »
    Cross-posting from the last thread:
    Nobody wrote: »
    What build for the ANH?

    Generally the advantage it has over the KGC is hard points and hit boxes. You can roll some damage in the ANH and even take hits on the arms, you also have the nice high hard points which gives you some ability to cover where the KGC has to go full frontal to get the arm mounts into the game

    So, as mentioned, it's an adaptation of my King Crab build:

    King Crab

    Anni

    I'm also less than thrilled about having my CASE'd ammo all located in the one ST...I might sacrifice half a ton of LB2X ammo to split that up.

    Hmm, if you like AC/2 weapons there are a couple of variants over at Grimmechs, one runs 6xAC/2s, the other is 3xRAC/2+3xAC/2

    Can’t speak to either (mine runs the standard UAC/30) but I’ve seen videos of a guy popping off in the 6xAC/2 build

    I've tried the 6 AC2 and hated it. And it's not so much that I like AC2 weapons...I like the:

    AC2s for punching all the small holes in armor,
    LB2Xes for crit seeking internals,
    and RAC2s for blinding and the panic that comes over people that they're getting hit with more than machine guns.

    Put them all together, and you get a bit of a nightmare build.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    Dark_Side wrote: »
    It's so weird seeing faction play in the OP. Do those games even pop anymore?

    Honestly, I've been meaning to do some cleanup on the OPs, so if you (or anyone) has suggestions, let 'er rip.

    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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    NamrokNamrok Registered User regular
    Man, I'm along for the DLC ride no matter what. Bought a season pass back when it was on sale before Flashpoints came out.

    They tweeted out about a Duke Ricol v Grey Death flashpoint recently too



    In terms of the value of the DLC, I'm conflicted, and I often mix up what's a free update and what was paid.

    Like Flashpoints. On paper, I don't know it's worth $20. There are relatively few Flashpoints to do, I barely noticed the extra map type they added, the three new mechs were ok, but I think I would have appreciated new tech more. And the new mission type they added I fucking loath.

    Meanwhile they released career mode, black markets, new events, pirate contracts, alliances and faction stores. Career mode especially was huge. And while I'm glad we got all that free, it definitely undercuts the perceived value of the paid DLC.

    The same is happening with Urban Warfare. 2 new mechs, 1 new map, ECM and BAP, another new mission type. Then for free they are expanding the map coreward, tons of starmap ui improvements, enormously expanding the standard battle encounter type, chances to have missed shots hit other targets.

    Granted, the new map type is absolutely bonkers in how different it is from all the rest of the game. But I'm not sure it's enough to be the main feature of a $20 pack of DLC.

    I mean, personally, I'm happy. I chucked something like $40 into the season pass, and I assume that's funded the development of all the new features, paid and free. But I do wonder how much they are hurting themselves giving too much away for free, devaluing what they expect people to pay for to keep the lights on. I'd hate to see development on Battletech burn out.

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    SiliconStewSiliconStew Registered User regular
    I wouldn't worry too much. It's the same model that Paradox uses with other games like Stellaris as an example. They have paid content DLC with new factions, units, and events but the overall game improvements that underpin the DLC is free. And their free updates make significant changes to the base game too.

    Just remember that half the people you meet are below average intelligence.
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    AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    If it means more stuff for Roguetech then it is worth the price of admission!

    A Capellan's favorite sheath for any blade is your back.
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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Yeah because Roguetech's problem is not having enough stuff

    3basnids3lf9.jpg




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    AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    DaMoonRulz wrote: »
    Yeah because Roguetech's problem is not having enough stuff

    It can never not have enough.

    Its hunger is insatiable.


    I did enjoy the base game, but Roguetech has given it far longer legs for me. It is almost everything I’ve ever wanted in a Battletech game. Almost everything.

    A Capellan's favorite sheath for any blade is your back.
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    FiendishrabbitFiendishrabbit Registered User regular
    edited May 2019
    Note that my guidelines on SRMs&LRMs in Battletech are no longer 100% accurate after the heatbalancing patch.
    1. Now SRMs are 100% weight&heat equivalent regardless of size (although SRM4s are the most slot-efficient, while SRM6s are the most hardpoint efficient). SRM2s should still be avoided, but they're better than they used to be.
    2. LRM10s were given a heatbuff. They're still the worst, but they're not as bad as they used to be.

    If we're building an LRM60 boat the stats look like this now:
    LRM5
    Basic: 24 tons, 72 heat
    30t SHS balance: 54 heat
    LRM10:
    Basic: 30 tons, 60 heat
    30t SHS balance: 60
    LRM15
    Basic: 28 tons, 56 heat
    30t SHS balance: 50
    LRM20
    Basic: 30 tons, 54 heat
    30t SHS balance: 54
    As you can note, in mechs with strong weight restraints the LRM5 is still advantageous, but as we go up in size the LRM15 gains more and more advantage, especially given the more weight effective cooling options. Except on a very slot-restricted build where LRM20s have the edge as the most heat&hardpoint efficient without heatsink modifications.

    On the ACs an addendum would be that the AC10++AC10+ Kali Yama are quite desirable on some builds, since they have a good chance to one shot mechs if you get a headshot and do not have a minimum range penalty. With a skilled pilot they work very well for headhunting, complimenting other "pilotkillers" like MGs and SRMs.

    Edit: Fixed AC10 info.

    Fiendishrabbit on
    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
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    OrcaOrca Also known as Espressosaurus WrexRegistered User regular
    On the ACs an addendum would be that the AC10++ Kali Yama are quite desirable on some builds, since they have a good chance to one shot mechs if you get a headshot and do not have a minimum range penalty. With a skilled pilot they work very well for headhunting, complimenting other "pilotkillers" like MGs and SRMs.

    With a big fat "assuming you can get your hands on one." I've gone in-game years without ever seeing an AC10 +10 damage.

    Unless you are shooting for injuries, the best weapons for headhunting as far as I've bothered calculating have been those that do maximum single target damage. So your AC20s, stacking 4x LLas, etc. If you got a lucky headshot in without trying elsewhere or the target was bulwarked, you can end up with little enough structure remaining that it becomes advantageous to use SRMs or MGs.

    For my money however, nothing beats 2x AC20++ 20 damage unless you start breaking out mods.

  • Options
    NobodyNobody Registered User regular
    mbdaepwlvv1c.jpg

    So, you're probably asking how this game turned out the way it did.

    Game went back and forth, with the reds getting the upper hand and bringing us down to 4 vs 1. The last one is a DWF with no ammo left in its ballistics. All it has left are the 4 ERSLs it's carrying in one arm.

    All 4 of the remaining enemy mechs were cherry CT and came at him one on one.

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    NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    I bet that was a total hoot to spectate!

    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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    FiendishrabbitFiendishrabbit Registered User regular
    edited May 2019
    Edited because you actually only need a single +5 to instaheadshot.

    Fiendishrabbit on
    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
  • Options
    NobodyNobody Registered User regular
    Nips wrote: »
    I bet that was a total hoot to spectate!

    I honestly regret the fact that I don't record my games because I wanted to share it with you all.

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    BetsuniBetsuni UM-R60L Talisker IVRegistered User regular
    Man... After our great outings tonight you get that match?

    I still regret not allocating my armor correctly on that match we lost in the bog. It was just me and that Cataphract. If I had the extra armor on my front instead of my back we probably would have won. Or also had my ERPPCs on chain fire...

    oosik_betsuni.png
    Steam: betsuni7
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    FiendishrabbitFiendishrabbit Registered User regular
    Orca wrote: »
    On the ACs an addendum would be that the AC10++ Kali Yama are quite desirable on some builds, since they have a good chance to one shot mechs if you get a headshot and do not have a minimum range penalty. With a skilled pilot they work very well for headhunting, complimenting other "pilotkillers" like MGs and SRMs.

    With a big fat "assuming you can get your hands on one." I've gone in-game years without ever seeing an AC10 +10 damage.

    Unless you are shooting for injuries, the best weapons for headhunting as far as I've bothered calculating have been those that do maximum single target damage. So your AC20s, stacking 4x LLas, etc. If you got a lucky headshot in without trying elsewhere or the target was bulwarked, you can end up with little enough structure remaining that it becomes advantageous to use SRMs or MGs.

    For my money however, nothing beats 2x AC20++ 20 damage unless you start breaking out mods.

    My main problem with AC20s&LLas is that when you try to get as many salvage parts as possible for "That mech I totally want that's walking right there!" they always miss (even if I aim for a leg), absolutely shred an enemy sidetorso and prevent me from shooting at that side for the rest of the match (or shooting at all with LRMs). That's bad. Not to mention that my mech will be extremely hot and cooking.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
  • Options
    OrcaOrca Also known as Espressosaurus WrexRegistered User regular
    edited May 2019
    2x AC20 gives ~33% chance of a single salvo headshot. If they're both the 120 damage variants, that'll get a headshot even through bulwark + cover (albeit not bulwark + cover + guarded). Pretty good odds, all things considered. And if that failed, blowing a side torso off ain't the worst thing in the world. :) The main problem is the range. AC20 range is extremely short.

    edit: and of course about the only platform capable of carrying 2x AC20 with a reasonable payload is an Atlas.

    Orca on
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    ErlkönigErlkönig Seattle, WARegistered User regular
    Nobody wrote: »
    Nips wrote: »
    I bet that was a total hoot to spectate!

    I honestly regret the fact that I don't record my games because I wanted to share it with you all.

    It's always when we're not recording that we get our best matches >.<

    For example, here's a match I had this morning in my King Crab that I didn't record:
    uifdzghmhrni.jpg

    However, I did record the next match. While the damage number isn't as impressive, it was still super fun channeling TF2's Heavy:

    https://www.youtube.com/watch?v=enKdIZTlaxE

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    OrcaOrca Also known as Espressosaurus WrexRegistered User regular
    That inoffensive easy listening music is so incongruous with heavy stompy mechs blasting the shit out of each other :D

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    HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    That is an interesting weapon layout. Doubling up on AC/2, LB 2X AC, and Rotary AC/2.

    Damn it I have the itch to return to the game.

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    ErlkönigErlkönig Seattle, WARegistered User regular
    Orca wrote: »
    That inoffensive easy listening music is so incongruous with heavy stompy mechs blasting the shit out of each other :D

    Yeah, I tend to listen to calmer music when using certain, pinpoint loadouts to help maintain my aim.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    NobodyNobody Registered User regular
    new patch notes are out for mwo, finally addressing the request for +1 HSL on AC/20s for King Crabs.

    TL;DR They're getting a heat quirk for AC/20s, but it's not going to be the +1 HSL
    Design notes: Since its introduction into MWO, we have investigated a number of 'Mechs to receive the HSL quirks. Although the King Crab has been highly requested by a number of people to gain it for the AC/20's, internal testing of the quirk has shown that adding this quirk to the existing quirk set causes to sever balance issues for the internal team. Particularly when it comes to the cumulative 15% AC/20 cooldown quirks currently present on these variants combining with the HSL quirk giving the 'Mech massive pin-point damage that can one-shot many lighter 'Mechs while also having a significantly boosted DPS profile through the cooldown quirks. The only way assigning the HSL quirk would be tangible on the internal side would be if it came with a ground-up re-work of the quirks that saw the removal of a number of existing quirks in order to re-focus the quirk set around the mass pin-point damage of the AC/20, and not the boosted ballistic DPS the current quirk set provide the 'Mech.

    The prospect of a complete re-working of the existing quirk set to balance it around a singular loadout while nerfing every non-dual AC/20 loadout for the 'Mech goes against the core of the MWO Mechlab experience of personalizing one's loadout through the 'Mechlab, and ended up punishing non-Dual AC/20 users much more than what we wanted to see on the internal side. Rather than moving in this direction, we will instead be providing the KGC dual AC/20 line a -15% Heat reduction quirk to complement its existing quirk set while providing better rewards for those that take the time to master its traditional dual AC/20 set up, without the need to nerf alternative loadouts people wish to use with the Chassis. This heat quirk will still allow for limited dual AC/20 shots when attempting to capitalize on an opening, but the core of the quirk set will remain centered around the boosted DPS properties the cooldown + heat reduction quirks provide.

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    Dark_SideDark_Side Registered User regular
    Ugh, the assault challenge is on, and it's fucking rough playing anything less than a heavy. You turn a corner and bam, you're cored out.

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    ErlkönigErlkönig Seattle, WARegistered User regular
    Y'know...I was trying to do the assault challenge today. But, I mean...that trial Stalker. I just can't even with that thing. The 4xML I can deal with - it's not great, but 20 damage is 20 damage. But those 4xLRM10? I have never been able to work with LRMs. Oh well. Guess I'll be missing out on that phat 3 days of premium time.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    NobodyNobody Registered User regular
    edited May 2019
    Erlkönig wrote: »
    Y'know...I was trying to do the assault challenge today. But, I mean...that trial Stalker. I just can't even with that thing. The 4xML I can deal with - it's not great, but 20 damage is 20 damage. But those 4xLRM10? I have never been able to work with LRMs. Oh well. Guess I'll be missing out on that phat 3 days of premium time.

    I'm waiting for Stalkers to go on sale, I've been eyeing a 3H.

    EDIT: To say, they should have been on sale already, looks like the sale might be delayed because the heavy sale started late.

    EDIT2: Gave the trial Stalker a try. Took 3 games, but I got 2 kills in the third one. 4 LRM-10s is rough.

    Nobody on
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    HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    *watches the MWO install bar go by*

    I dunno why I uninstalled it in the first place.

    First thing I'm gonna do when I load it up to play is make adjustments to my mechs, particularly not loading my mids as though they're brawlers.

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    HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    edited May 2019
    Oh hey, I don't recall there being a Loadout Profile thing like this in the game before in the Mechlab. Sweet.

    Also I dunno what it was for, but I got 2 more mech bays and a free Javelin. It's uh... cute? 6 MGs with only 2 packs of ammo, 6 jump jets, and a snub nose PPC. There's an unused AMS slot too. I'll take it for a spin when I have time to actually play I guess.

    Edit - It's pretty slow compared to my Jenner too but I've boosted that up specifically to run fast. It's otherwise as fast as my Kitfox.

    Henroid on
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    KelorKelor Registered User regular
    It's been a while since I've played Battletech so I've started up career mode.

    My lance is currently two Vindicators, a Panther and I just managed to recover a Hunchback 4P.

    One Vindicator is PPC/LRM10, the other a laserboat with as much armour and as many heatsinks as I could cram in there. The Panther has a PPC as well and then I'm trying to decide what to do with the Hunchback.

    My plan was to strip all the ML off of the arms and then crank up armor along with some SL or MGs for brawling.

    Does anyone have any particularly effective builds they like for any of those?

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    ErlkönigErlkönig Seattle, WARegistered User regular
    Oh, also @Henroid

    Depending on how long it's been since you last played, you might want to run through the Academy tutorial thing. At the end of it, you'll have gotten 5mil cbills.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    OrcaOrca Also known as Espressosaurus WrexRegistered User regular
    edited May 2019
    Kelor wrote: »
    It's been a while since I've played Battletech so I've started up career mode.

    My lance is currently two Vindicators, a Panther and I just managed to recover a Hunchback 4P.

    One Vindicator is PPC/LRM10, the other a laserboat with as much armour and as many heatsinks as I could cram in there. The Panther has a PPC as well and then I'm trying to decide what to do with the Hunchback.

    My plan was to strip all the ML off of the arms and then crank up armor along with some SL or MGs for brawling.

    Does anyone have any particularly effective builds they like for any of those?

    For mediums, my preferred loadout (going from memory so there's some inaccuracy here) is something like 720+ armor, AC5 (+10 damage if you can get your hands on one), LLas, MLas, SRM6. Got some reach out and touch someone thanks to the LLas and AC5 and still does decent damage up close. With not too terrible heat dissipation either. IIRC on the 55 ton mediums I can even retain the jumpjets with some heatsinks.

    Edit: generally I don't bother with PPCs. 10 extra damage, a bit extra range, and some stability damage doesn't justify the enormous hit to heat, especially on mediums and lights that don't have room for many heat sinks. I prefer to use a LLas + heat sink in their stead.

    Orca on
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    HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    edited May 2019
    Erlkönig wrote: »
    Oh, also Henroid

    Depending on how long it's been since you last played, you might want to run through the Academy tutorial thing. At the end of it, you'll have gotten 5mil cbills.
    I did the tutorial back when I last played with y'all.

    Edit - oh and the game also threw some free C-bills at me when I logged in after so many months, but I dunno how much, I wasn't paying attention.

    Henroid on
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    HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    I... what the fuck. I played a ton of matches tonight and all of them were crushing defeats. So I said "fuck it" and ran with that freebie Javelin, and wanna know what happens?

    We lost. But I fucking CRUSHED it. Solo killed a fucking a heavy mech, final-blow'd a couple assaults, and did 700 damage and helped secure a lot of our kills.

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