I thought I would start another thread, as this one is a more specific set of questions...
The consumable modules, air strike, UAV, etc, looks like they just need to be bought? No unlock? Am I right in assuming they take up no weight? Anyone use them? Wondering how the UAV works, does it just show blips on the map like radar, or is it hud display? Can you get missle lock from the UAV, or do you still need to target with reticle? Can your teamates see and lock on targets directly from your UAV? Do you get "paper doll" and weapon loadout info from the UAV? And how does ECM effect it?
And airstrike/artillery? Anyone use them? I don't think I've seen them used in a match. I would assume there'd be an incoming warning like with missles, to let you know you're boned? Are they effective, or nerfed into pointlessness? What kind of area of effect are we talking about? Just targeting one mech (like a stationary Atlas), or is it a wide spread and best used for an enemy lance that is bunched up?
Thanks.
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Consumable Modules ?
Started by Unnatural Growth, May 29 2013 06:19 AM
8 replies to this topic
#1
Posted 29 May 2013 - 06:19 AM
#2
Posted 29 May 2013 - 06:30 AM
OldOrgandonor, on 29 May 2013 - 06:19 AM, said:
I thought I would start another thread, as this one is a more specific set of questions...
The consumable modules, air strike, UAV, etc, looks like they just need to be bought? No unlock? Am I right in assuming they take up no weight? Anyone use them?
The consumable modules, air strike, UAV, etc, looks like they just need to be bought? No unlock? Am I right in assuming they take up no weight? Anyone use them?
Correct on all of the above.
OldOrgandonor, on 29 May 2013 - 06:19 AM, said:
Wondering how the UAV works, does it just show blips on the map like radar, or is it hud display? Can you get missle lock from the UAV, or do you still need to target with reticle? Can your teamates see and lock on targets directly from your UAV? Do you get "paper doll" and weapon loadout info from the UAV? And how does ECM effect it?
It works just like when a teammate is spotting for you. So you see targets in your HUD, you can target them and get missile lock, and the same applies to your teammates. You get paper doll and weapon loadout. And it counters ECM, so mechs with ECM are also visible in the same manner as every other mech.
OldOrgandonor, on 29 May 2013 - 06:19 AM, said:
And airstrike/artillery? Anyone use them? I don't think I've seen them used in a match. I would assume there'd be an incoming warning like with missles, to let you know you're boned? Are they effective, or nerfed into pointlessness? What kind of area of effect are we talking about? Just targeting one mech (like a stationary Atlas), or is it a wide spread and best used for an enemy lance that is bunched up?
Thanks.
Thanks.
At the moment, they're not very effective and not very visible. You may have seen them, without realising it. Because they are so weak, they're very rarely used. The normal versions are best for groups of mechs, the upgraded versions are best for single mechs or tighter formations, as they have more focused damage.
There is no audible warning, but there is red smoke (like Nicholas Cage's smoke grenade in the Rock) marking an incoming airstrike. Now that I think about it, I have no idea where the smoke is coming from, since you don't actually launch a smoke grenade or anything.
#3
Posted 29 May 2013 - 06:31 AM
Haven't tried the UAV consumable yet because the Seismic Sensor module is so good.
Air strikes & artillery are largely ineffective for the moment. I read something recently that they plan to buff these. I don't recall where.
If you see red smoke, simply leave the area as a strike is incoming.
I do intend to continue to use artillery strikes from time to time. Even if they don't do a lot of damage, they can be used to scatter a group of mechs who are dug in (like an Alabama tick).
Air strikes & artillery are largely ineffective for the moment. I read something recently that they plan to buff these. I don't recall where.
If you see red smoke, simply leave the area as a strike is incoming.
I do intend to continue to use artillery strikes from time to time. Even if they don't do a lot of damage, they can be used to scatter a group of mechs who are dug in (like an Alabama tick).
Edited by knnniggett, 29 May 2013 - 06:33 AM.
#4
Posted 29 May 2013 - 06:34 AM
I highly recommend UAV on a light mech with JJ's if you have one available. If you jump above the main enemy group and hit the UAV it will sit way above anyone's line of sight and allow for your team to get locks.
Airstrike/Artillery is only marginally effective. The blast radius on each shell is pretty large but it's still not a lot of damage to begin with, and the area of effect of the artillery strike is enough to include a lance and some change. Airstrike is good for hitting chokepoints, and artillery is useful for hitting defilades. I have the advanced artillery (4s delay instead of 6s) and I still have trouble getting consistent hits. There's an upgrade that tightens up the AoE but I don't think I would even want that.
Airstrike/Artillery is only marginally effective. The blast radius on each shell is pretty large but it's still not a lot of damage to begin with, and the area of effect of the artillery strike is enough to include a lance and some change. Airstrike is good for hitting chokepoints, and artillery is useful for hitting defilades. I have the advanced artillery (4s delay instead of 6s) and I still have trouble getting consistent hits. There's an upgrade that tightens up the AoE but I don't think I would even want that.
#5
Posted 29 May 2013 - 07:24 AM
Artillery & airstrikes were buffed this past week:
If you haven't used them since Tuesday, you may want to look again. Previously you would only take probably 1 shell's worth of damage, but now with a bigger radius you will be caught in multiple explosions (in theory anyway)
Artillery/airstrikes come in three different types: a weaker C-bill version, a stronger MC version, and a stronger C-bill version that is identical to the MC version (requires an upgrade to be purchased with gxp). An additional accuracy enhancing module may also be unlocked/purchased but I've never used it.
The coolant flush and UAV follow a similar approach; the C-bill version is initially weaker than the MC version but you may buy an upgrade to make your C-bill version the same as the MC version.
Quote
Air and Artillery strikes have had their splash damage radius increased to 25m (up from 10m). Mechs will start taking fairly substantial damage if caught in one of the two strikes. The radius remains the same no matter what level the strike is (including priority air/artillery strikes)
If you haven't used them since Tuesday, you may want to look again. Previously you would only take probably 1 shell's worth of damage, but now with a bigger radius you will be caught in multiple explosions (in theory anyway)
Artillery/airstrikes come in three different types: a weaker C-bill version, a stronger MC version, and a stronger C-bill version that is identical to the MC version (requires an upgrade to be purchased with gxp). An additional accuracy enhancing module may also be unlocked/purchased but I've never used it.
The coolant flush and UAV follow a similar approach; the C-bill version is initially weaker than the MC version but you may buy an upgrade to make your C-bill version the same as the MC version.
#6
Posted 29 May 2013 - 07:27 AM
I might have to look at those again now...
#7
Posted 29 May 2013 - 07:39 AM
Thanks for the replies.
How do you activate, or fire the consumable UAV? The downloaded guide gives the key commands for airstrike and coolant shot, but not UAV?
How do you activate, or fire the consumable UAV? The downloaded guide gives the key commands for airstrike and coolant shot, but not UAV?
#8
Posted 29 May 2013 - 07:44 AM
UAV is the Insert key.
Greywolf
Greywolf
#9
Posted 29 May 2013 - 07:48 AM
Thanks Greywolf.
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