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Short Question, Short Answer


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#2681 Alaskan Nobody

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Posted 29 September 2014 - 10:31 AM

Be warned that Support is currently working through a large backlog, so it may take them a bit to get back to you on it

#2682 Pezzer

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Posted 29 September 2014 - 05:14 PM

Does a Custom Match use up a Cadet Bonus match? Buddy wants to play with meh so I can show him how to play, but he's brand-new to the game and refuses to play by himself.

Edited by Pezzer, 29 September 2014 - 05:14 PM.


#2683 TercieI

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Posted 29 September 2014 - 05:26 PM

View PostPezzer, on 29 September 2014 - 05:14 PM, said:

Does a Custom Match use up a Cadet Bonus match? Buddy wants to play with meh so I can show him how to play, but he's brand-new to the game and refuses to play by himself.


Don't think so. Private matches more or less don't exist.

#2684 ColonelProctor

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Posted 29 September 2014 - 07:50 PM

Does the premium time still run even if you are not in game? I think i have some to use...it says 24 hours banked time

#2685 Alaskan Nobody

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Posted 29 September 2014 - 07:52 PM

View PostColonelProctor, on 29 September 2014 - 07:50 PM, said:

Does the premium time still run even if you are not in game? I think i have some to use...it says 24 hours banked time

Yes it does.

Banked time does not run until you activate it - but once running, it does not stop until it is gone

#2686 ColonelProctor

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Posted 29 September 2014 - 07:57 PM

View PostShar Wolf, on 29 September 2014 - 07:52 PM, said:

Yes it does.

Banked time does not run until you activate it - but once running, it does not stop until it is gone


Thanks. Was going to use it on one of my off days when I had time to dedicate to the game

#2687 Alaskan Nobody

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Posted 29 September 2014 - 07:58 PM

View PostColonelProctor, on 29 September 2014 - 07:57 PM, said:

Thanks. Was going to use it on one of my off days when I had time to dedicate to the game

On the plus side of things, they did just add a feature to activate only 30 days of banked time.

#2688 Turist0AT

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Posted 01 October 2014 - 10:27 AM

Question here :)


Do CAC5 and CUAC5 sound different? Like on IS.

Reason for asking, i dont like the poping popcorn sound of CUAC5.

#2689 Soul Tribunal

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Posted 01 October 2014 - 11:45 AM

Question: Does Artemis Guidance effect Streak Missiles?

I only ask because when I equip It, I have to change my LRM Launchers and Ammo but not my Streaks on the Catapult.

-ST

#2690 Alaskan Nobody

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Posted 01 October 2014 - 11:47 AM

View PostSoul Tribunal, on 01 October 2014 - 11:45 AM, said:

Question: Does Artemis Guidance effect Streak Missiles?

I only ask because when I equip It, I have to change my LRM Launchers and Ammo but not my Streaks on the Catapult.

-ST

Currently they use the same targeting code

In other words - for now yes, but there is plans to eventually (read: not likely any time soon) change that.

#2691 Soul Tribunal

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Posted 01 October 2014 - 12:01 PM

Thanks!
I'll upgrade to Artemis on all my Streak builds then till its changed.

-ST

#2692 LuInRei

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Posted 02 October 2014 - 07:15 AM

I've just went to the Testing Grounds and found out that
C/LRM10 cooldown module does nothing
for my Summoner's Artemis equipped launchers.

Can anyone clarify, is this launcher- or LRM-specific bug, perharps even "a feature" ?

#2693 DEMAX51

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Posted 02 October 2014 - 07:30 AM

View PostLuInRei, on 02 October 2014 - 07:15 AM, said:

I've just went to the Testing Grounds and found out that
C/LRM10 cooldown module does nothing
for my Summoner's Artemis equipped launchers.

Can anyone clarify, is this launcher- or LRM-specific bug, perharps even "a feature" ?

It's entirely possible that the LRM modules don't work on Artemis launchers, since Artemis launchers are, essentially, a completely separate item. I haven't tested it myself, so I honestly don't know.

How did you go about testing it? Are you using the Tier 5 version, which would lower cooldown by .45 seconds (for an actual cooldown of 3.55 seconds), or are you using one of the lower tiers? A fraction of a second like that can be hard to actually measure if you're, say, using the stopwatch feature on your phone - human error might very well throw off the accuracy of your measurements.

Edited by DEMAX51, 02 October 2014 - 07:33 AM.


#2694 Rogue Jedi

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Posted 02 October 2014 - 08:01 AM

View PostTurist0AT, on 01 October 2014 - 10:27 AM, said:

Question here :)


Do CAC5 and CUAC5 sound different? Like on IS.

Reason for asking, i dont like the poping popcorn sound of CUAC5.

having never used one I was unsure about this so just purchased the cAC5 and tested in training grounds (UAC5 on 1 arm an AC5 on the other), as far as I can tell the cAC5 has a slightly lower pitched sound, than the cUAC5 but it is more expensive and takes up more critical slots (because it was added in lieu of select fire cLBX-ACs), for this extra investment you at current only loose the ability to fire again before the recycle has finished.

in my opinion the Clan Autocannons are a direct downgrade to both the LBX and Ultra Clan Autocannons, and the sound is very similar to the UACs,

not worth buying

Edited by Rogue Jedi, 02 October 2014 - 08:02 AM.


#2695 LuInRei

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Posted 02 October 2014 - 08:05 AM

Yes I'm using a lvl5 module.

I'm simultaneously firing C/LPL, which with a fast fire skill has an effective cooldown of 3,0875+1.2=4,2875s

and a C/LRM10, which without the module should have an effective cooldown of 3,8+0,5=4,3s
(0,5s is estimated duration of launch sequence after which the actual cooldown starts)
With the module C/LRM10 cooldown should be 3,8-0,45+0,5=3,85s

In the former case both C/LPL and LRM salvos should be very slowly (barely noticable) desyncing,
and with the module they are supposed to be desyncing rather quickly. In both cases
(with and without a module)
C/LPL and LRM fire doesn't desync as rapidly as it should if the module had any effect.

Edited by LuInRei, 02 October 2014 - 08:16 AM.


#2696 TercieI

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Posted 02 October 2014 - 08:14 AM

View PostLuInRei, on 02 October 2014 - 08:05 AM, said:

Yes I'm using a lvl5 module.

I'm smulaneously firing C/LPL, which with a fast fire skill has an effective cooldown of 3,0875+1.2=4,2875s

and a C/LRM10, which without the module should have an effective cooldown of 3,8+0,5=4,3s
(0,5s is estimated duration of launch sequence after which the actual cooldown starts)
With the module C/LRM10 cooldown should be 3,8-0,45+0,5=3,85s

In the former case both C/LPL and LRM salvos should be very slowly (barely noticable) desyncing,
and with the module they are supposed to be desyncing rather quickly. In both cases
(with and without a module)
C/LPL and LRM fire doesn't desync as rapidly as it should if the module had any effect.


Have you taken the module off and compared that? Stupid question, but since I'm not sure fast fire does anything, you may have an issue there.

I should try it with my ASRM6 module, too. It feels faster, but I can be subject to the power of suggestion like anyone else.

#2697 Koniving

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Posted 02 October 2014 - 08:15 AM

View PostTurist0AT, on 01 October 2014 - 10:27 AM, said:

Question here :)


Do CAC5 and CUAC5 sound different? Like on IS.

Reason for asking, i dont like the poping popcorn sound of CUAC5.


Here.
All ACs and UACs sound different from each other.

#2698 EmperorZombie

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Posted 02 October 2014 - 08:26 AM

Quick question:

What are some(?) good Summoner builds that are at least 'semi' competitive?

Ive looked but cant find anything definitive.

#2699 Redshift2k5

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Posted 02 October 2014 - 08:36 AM

View PostEmperorZombie, on 02 October 2014 - 08:26 AM, said:

Quick question:

What are some(?) good Summoner builds that are at least 'semi' competitive?

Ive looked but cant find anything definitive.


I use 2 ERPPC 2 MG, 4 ERLL, 4 EML 2 LBX5s. All have suffered from recent nerfs to key weapon systems.

I've also seen 5x SRM6 or three uLTRA/ac2, but I'm not a fan of entirely ammo builds.

All of them stand to benefit from scheduled upcoming JJ buffs and possible future quirks pass.

#2700 Reno Blade

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Posted 02 October 2014 - 08:43 AM

I'm using only one build atm on my Summoner.
2ERML and an UAC20 with 4t ammo, rest Heatsinks
The UAC20 is very hot with 7 heat and if you don't jam it, the constant double tab will rise heat a lot :)
Together with 5JJets, the thing is pretty mobile and can surprise people (because most people think the Summoner can't do anything good enough to be afraid of).





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