Jump to content

- - - - -

Some Questions From A Newbie.


11 replies to this topic

#1 Earl White

    Member

  • PipPipPipPipPipPip
  • 210 posts

Posted 27 August 2013 - 03:37 AM

1. How is line of sight/view ranges of mechs calculated? Is there somewhere that shows the individual mech view range? Anyway to increase that?

2. Are there caps on certain types of mechs in the MM? Is it worth playing anything other than a Heavy or Assault? They seem to always do the highest damage.

3. What is TAGing? Do I need a specific mech to TAG enemy mechs?

4. Is the AMS a passive module that fires automatically, or do I have to activate it somehow?

#2 Redshift2k5

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 11,975 posts
  • LocationNewfoundland

Posted 27 August 2013 - 04:10 AM

All Mechs of the sensor range of 800 meters. Sensor range module and beagle active probe both increase this range.

Currently there are no limits on mech class or weight in the matchmaker, but eventually there will be minimum/maximum tonnage per group.

Tag is an equipment mounted to an energy hard point. Any mech with an energy slot can use a tag.

Ams is always passive. AMs has a specific hard point slot ok each mech, usually the left torso is where you mount the ams. Don't forget to include ams ammo!

#3 Jenovah

    Member

  • PipPipPipPipPip
  • The Bowman
  • The Bowman
  • 145 posts

Posted 27 August 2013 - 04:13 AM

View PostEarl White, on 27 August 2013 - 03:37 AM, said:

1. How is line of sight/view ranges of mechs calculated? Is there somewhere that shows the individual mech view range? Anyway to increase that?

2. Are there caps on certain types of mechs in the MM? Is it worth playing anything other than a Heavy or Assault? They seem to always do the highest damage.

3. What is TAGing? Do I need a specific mech to TAG enemy mechs?

4. Is the AMS a passive module that fires automatically, or do I have to activate it somehow?



1- I don't know.

2- I don't know.

3- Any mech that has at least 1 energy hardpoint can mount a TAG. Once you "tag" a mech, like firing any other laser, keep it on and pointed on to the mech to assist yourself or other mechs in achieving lock faster. Usually helpful if you use a macro.

4- Yes. Passive.

#4 UnwantedProblem

    Member

  • PipPipPip
  • 53 posts
  • LocationSomewhere

Posted 27 August 2013 - 04:22 AM

2) Regarding to your number 2 question, any weight class can do a lot of damage, I've seen assault making 20 dmg, so as any other wight class. It's more about the pilot.

I pilot a Jenner (light) and I made 800 dmg on a single match (with a lot of kills) being the best dmg output in the game, that's a good game, I've also made 50 dmg, when I die quickly. It all comes on how you pilot your mech, if you are carefull and fire your weapons at the enemy every time you can with little damage in return, you will be seeing your dmg output go up. It's easier to do that in faster mechs, because you can hit and run, but consider that you also have less chances to live if you got an alpha in the face. With slower mechs (such as most heavys and assaults) you will be able to tank more damage as you have more armor, but you will not be able to "dodge" that damage.


1) I think you mean when you see a mech in the distance, there is a certain key that allow you to zoom your view, that is to x2 (or 1.5x I think) and x3, and there is a module that you can unlock that allows you to zoom x4 (pretty lame tough, the view is pretty pixelated so I don't use it/like it)

for 3) and 4) Redshif2k5 gave you a very good answer.

#5 Earl White

    Member

  • PipPipPipPipPipPip
  • 210 posts

Posted 27 August 2013 - 04:53 AM

View PostUnwantedProblem, on 27 August 2013 - 04:22 AM, said:

2) Regarding to your number 2 question, any weight class can do a lot of damage, I've seen assault making 20 dmg, so as any other wight class. It's more about the pilot.

I pilot a Jenner (light) and I made 800 dmg on a single match (with a lot of kills) being the best dmg output in the game, that's a good game, I've also made 50 dmg, when I die quickly. It all comes on how you pilot your mech, if you are carefull and fire your weapons at the enemy every time you can with little damage in return, you will be seeing your dmg output go up. It's easier to do that in faster mechs, because you can hit and run, but consider that you also have less chances to live if you got an alpha in the face. With slower mechs (such as most heavys and assaults) you will be able to tank more damage as you have more armor, but you will not be able to "dodge" that damage.


1) I think you mean when you see a mech in the distance, there is a certain key that allow you to zoom your view, that is to x2 (or 1.5x I think) and x3, and there is a module that you can unlock that allows you to zoom x4 (pretty lame tough, the view is pretty pixelated so I don't use it/like it)

Sure an assault could make such low damage, but almost every match I've seen so far it's always heavies and assault that do the most damage. As for your light mech doing such high amount of damage, what weapons did you use?

I am playing a medium at the moment Blackjack 3 (so lasers and ppc+ I am well aware of weapon effective ranges), but despite some battles surviving the whole match and hitting mechs for long periods of time my damage is still fairly low.

I'm well aware of zoom range, I was referring to sensor range, being damaged when I can't even target an enemy for example. Does height give you a better sensor range? Also what is the sensor arc? 180 degrees to front of the mech, there's some times when I'm being shot from behind and I cannot detect enemies, so I assume you can only detect within certain angles of the mech.

Edited by Earl White, 27 August 2013 - 04:57 AM.


#6 JonahGrimm

    Member

  • PipPipPipPipPip
  • Bad Company
  • 166 posts

Posted 27 August 2013 - 05:03 AM

"unable to target a mech that is firing on you" is likely also a function of ECM. Mind, there are weapons - autocannons, large lasers, gauss - that can reach outside of your normal maximum sensor range, and those can be 'blind fired' at an enemy. Additionally, mechs in an ECM 'bubble' cannot be targeted until you're quite close, and, if you're that close, chances are you can't transmit targeting data (which can't be done from inside an ECM bubble).

#7 Darwins Dog

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 1,476 posts

Posted 27 August 2013 - 05:30 AM

View PostEarl White, on 27 August 2013 - 04:53 AM, said:

I'm well aware of zoom range, I was referring to sensor range, being damaged when I can't even target an enemy for example. Does height give you a better sensor range? Also what is the sensor arc? 180 degrees to front of the mech, there's some times when I'm being shot from behind and I cannot detect enemies, so I assume you can only detect within certain angles of the mech.


Height makes no difference for sensors, just your own LOS. The sensor arc is (I believe) 90 degrees in front of your mech, but it could be 180. There's a module that allows you to detect enemies that are close to you in 360 degrees.

You are likely seeing ECM in a lot of the cases where you can't target the person shooting you. It hides them from your sensors, so you have to rely on seeing them, which can be tricky.

As to your BJ-3, that has become one of my favorite mechs. I run this build with 2x PPC and 2xML. The trick is to make sure that someone else is always the center of attention. If they start shooting at you, get into cover and wait for them to find a new target. If they seem to be waiting for you, find a new firing position. Basically I just keep on the move "shoot and scoot" kinda thing. All the usual things apply as well. Focus fire on the same target as your friends, and try to hit already damaged parts. My usual match is around 200-300 damage, but I've broken 700 when the stars align for me. If you are doing at least 200 damage in a match you should feel fine about that. You are helping the team, and making a contribution.

#8 Dalziel Hasek Davion

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 215 posts
  • LocationOxfordshire, UK

Posted 27 August 2013 - 05:35 AM

Hi Earl.

There is currently no effective weight limit on drops - but it pays to be prepared for when there is.

In my opinion, heavy and assault 'Mechs are more new player friendly because the heavier armour is more tolerant of mistakes in positioning. The heavier weapon capacity allows for builds that can generate more damage per second and accommodate more ammo to allow for sustained fire. In short - you are more likely to last longer in the field, and score more damage per minute thus more damage overall. It's not a given and still relies on some piloting decisions (when to assault across open ground, working as a team) but it's generally easier to score consistent high damage in heavy and assault 'Mechs.

However, there is a real sense of achievement in developing your piloting skill to the point where you can make Light 'Mechs and, perhaps even harder, Medium 'Mechs potent.

Light 'Mechs rely on speed, constant erratic movement and map knowledge - when to engage and when to withdraw and a small range of specific combat techniques (circling, jousting). It's a game for those with twitch reflexes and a head for a spinning cockpit. Many medium 'Mechs don't have the luxury of speed and so need to learn about escorting heavier bullet shields, using cover, flanking, ambush and mugging. Both are very rewarding and, to answer your question, extremely worthwhile. However - they are not as friendly to new players in my opinion.

Also damage does not equal CBills earned - and can indicate a lack of focus/kill shots. Some DPS weapons (lasers, small calibre ACs, LRMs) cause high damage and lower kills than more punchy weapons (AC20, gauss rifle, (ER)PPC). High damage and a load of kill assists is fine (DPS or fire support build). Low damage and a load of kills is fine (High alpha or sniping/punch build). It depends on the role you play on the battlefield.

#9 Johnny Marek Summers

    Member

  • PipPipPipPipPip
  • 189 posts

Posted 27 August 2013 - 05:58 AM

Just remember that heavies and assaults cost a lot more to initially buy and to optimize. And, in order to get the most of them, you will need to get three different variants of one type of chassis (such as BJ-1, BJ-1X, and BJ 3) and unlock the pilot skills for each.

So basically the heavies and assaults are going to be a very large investment in terms of time and in-game currency. Okay, in order to give a light the competitive edge you will need to spend a lot of money on them too.

You also might want to keep an ear open for when Repair and Rearm will make a reappearance, as that can also be a factor.

#10 DEMAX51

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 2,269 posts
  • LocationThe cockpit of my Jenner

Posted 27 August 2013 - 09:38 AM

A proficient pilot can do a high amount of damage in virtually ANY 'Mech (for instance, I run a Jenner the vast majority of the time and am almost always among the top 3 players in the game, and I'm only using 5 Medium Lasers), though for a lot of people Heavies and Assaults are going to give you the best chance because they A) Can mount more weaponry, and 2) Can take more damage.

View PostJohnny Marek Summers, on 27 August 2013 - 05:58 AM, said:

You also might want to keep an ear open for when Repair and Rearm will make a reappearance, as that can also be a factor.


Unless the devs go back on their statement (which isn't unheard of, of course) repair and rearm will NOT be making a reappearance.

Edited by DEMAX51, 27 August 2013 - 09:38 AM.


#11 Rascula

    Member

  • PipPipPipPipPipPip
  • Talon
  • Talon
  • 387 posts
  • LocationWord of Blake Protectorate, Epsilon Eridani.

Posted 27 August 2013 - 09:45 AM

View PostJohnny Marek Summers, on 27 August 2013 - 05:58 AM, said:


You also might want to keep an ear open for when Repair and Rearm will make a reappearance, as that can also be a factor.


I liked R & R, I know it was a bit broken but it added a real money incentive to work together to get that win <Rocking into games with no cash and knowing you really HAD to win or else the next game was going to be even tougher with ****** all armour and ammo!>
Given the impact 3PV has had on the forums though I doubt we will see it again.

#12 DEMAX51

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 2,269 posts
  • LocationThe cockpit of my Jenner

Posted 27 August 2013 - 09:50 AM

View PostRascula, on 27 August 2013 - 09:45 AM, said:


I liked R & R, I know it was a bit broken but it added a real money incentive to work together to get that win <Rocking into games with no cash and knowing you really HAD to win or else the next game was going to be even tougher with ****** all armour and ammo!>
Given the impact 3PV has had on the forums though I doubt we will see it again.


If you think about it, consumables like Coolshot and UAV have taken the place of R&R, so at least there's that. I kinda liked it though, too. It made bringing an Assault 'Mech more of a gamble, and rang truer to BattleTech/MechWarrior.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users