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Some Questions! (Loadout Cost, Minimap Size, Etc)


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#1 t0b4cc0

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Posted 02 October 2013 - 02:05 AM

Hi!

I have a few questions!

I stumbled upon the mech tierlist.

My first question is, why can i not post there?

My second question:
If a mech costs like 10m points how much can i expect to drop on a good loadout?
(i ask because i did play eve online and a good fitting could be multiple times as expensive as the ship itself)

So will i have to save up 30m to properly equipp a AS7-DDC? Or is it more like a few millions for the equipp?

€now ive been going through a full build for my centurion and it seems its about 10m engine is expensive! :D

My third question:
What i really, really hate about this game is that the minimap is so incredible small. First, the window for the map itself is really small, but thats not a huge deal, my problem is that you dont really see far. So i have to walk around to see where buildings/bases/capturepoints are and discover mountains and seas in between. Id like to see that from a map so i can plan where i go instead of being stuck in an odd position, or not know how farm my teammates are away etc....

It seems there is nothing like a "zoom minimap button" (like in bf2 where you can press N to switch between 3 minimap zooms) or a big map overview like in many other games.

Please confirm that there is currently no option to look the map..... or am i blind?? ^^

My 4th question

How do i deal with light mechs? It happened often enough, im out with 1-3 guys capping a point, then enemy light mechs come in. Yes i can shoot them while they approach, but as soon as they are on close range im ******. (atm i play only medium, and currently play a CN9-A with standard loadout, only the armor i have upgraded to endo steel)

So they just run around in circles, and each time im aligned they are so close that they just need to walk 2 meters so i need a full turnaround again. I try to mess up their kiting while moving myself, but that nets me 1-2 shots maximum, before they are out of my view again while they are permanently shooting.

I also have to admit that this is most times not the case, but this guy knew what he was doing. I just tried to kite him into my teammates so they can shot him, but they been kept buys too.... really annoying.

Shall i equipp a flamethrower? shall i move better? or is kiting them into my team the best option?

5th question

Is there something like matchmaking? Like people who win often also get matched against people who win more often? Or atleast higher level players seperated from entry level players?

6th question

In the module list i hover over the "seismic sensor" module.
On the left i read 2 msg. the first one i dont have neough cbills, ok. but the 2nd one says "THIS ITEM HAS NOT"
Nothing more. What does it not have? Can i buy it when i have enough cbills or will i buy it and cant equipp it afterwards because of some problem??

7th question

This guide right here: http://mwo-builds.ne...urion-2-medium/ says Artemis: equipped. Does that mean its the one that comes when i buy him? (= standard guidance)

8th question

When im in the loadout browser and i click on a upgrade. just to read the description for example, then the mech parts selection (the thing in the left corner where i can select other parts) will become inactive sometimes, and i dont know how to switch to another component of my mech. so i always leave the loadout browser and re enter....... is that the way you have to do it?? it seems that only happens when i go on upgrades because they are for all parts.... -.-

reagrds t

Edited by t0b4cc0, 02 October 2013 - 02:47 AM.


#2 Ingga Raokai

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Posted 02 October 2013 - 02:10 AM

2. DDC itself cost 10m CBill, so another 5-10m should be more than enough, just try build it using the smurfy website or mechromancer, you can see the cost and estimate how much you need to grind.

3. try press B? brings up the larger map..,

Edited by Ingga Raokai, 02 October 2013 - 02:20 AM.


#3 Denolven

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Posted 02 October 2013 - 03:01 AM

View Postt0b4cc0, on 02 October 2013 - 02:05 AM, said:

My second question:
If a mech costs like 10m points how much can i expect to drop on a good loadout?

Rule of thumb: triple the shop price, if you plan to use an XL engine. Otherwise double.
Once you have some stuff in your stock and can re-use previously bought weapons, it becomes a bit less.

Quote

My third question:
Please confirm that there is currently no option to look the map..... or am i blind?? ^^

There is a button to open the map. I think it's 'B' by default, not sure (I remapped it to M in the control options).

Quote

My 4th question
How do i deal with light mechs?

Move backwards and keep turning in the same direction as he moves, to keep him in front of you for a longer time. When he passes you, turn the other direction to get him in front of you sooner.
If allies are near, that helps. If there is terrain to keep your back unavailable to him, that helps too (back to wall). SSRMs help as well. And in case it's an ECM light, a BAP helps ALOT (to provide the info "someone is here" to your allies)

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5th question
Is there something like matchmaking?

Yes, the matchmaker considers weights and ELO. But it needs alot of tweaking, they are fiddling around with it all the time. Plus the playerbase is probably not big enough to handle both the avatars and the players skill in a satisfying way. Better expect it to be somewhat random for a while.

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6th question
In the module list i hover over the "seismic sensor" module.
On the left i read 2 msg. the first one i dont have neough cbills, ok. but the 2nd one says "THIS ITEM HAS NOT"
Nothing more. What does it not have?

been researched. You need to unlock the corresponding technology first. As weird as it is, that is done in the pilot lab.
The new UI that is to be expected Nov/Dec will probably fix all that.

Quote

7th question
This guide right here: http://mwo-builds.ne...urion-2-medium/ says Artemis: equipped. Does that mean its the one that comes when i buy him? (= standard guidance)

No, it's what he bought for his build. If you click just below that, where it says "SMURFY", you will see the fitting (similar to EFT). Artemis is a guidance system for missiles and can be found in the upgrades section.

Welcome to MWO :D

#4 Koniving

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Posted 02 October 2013 - 03:17 AM

I have an answer for your first question.

You have to have played for x number of matches before you're "allowed" to post in most other places. This seems to be for a few reasons (prevent like abuse on ATD, prevent new accounts from creating PGI-trashing troll posts, etc).

I'm thinking it's less but by 30 matches in game you should be able to post there. The restriction might be a bit higher.

Following is spoilered as it's related to something else you said in question 7 but it is not posted to answer your questions.
Spoiler

Edited by Koniving, 02 October 2013 - 03:54 AM.


#5 t0b4cc0

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Posted 02 October 2013 - 03:18 AM

ty guys!

..... the b button didnt work on the training grounds xDD really confusing (i tried it there and got really upset that nothing happens eventhough a command is assigned in the settings menue)
great thanks!

another question:

what does the take lance commend and the other one company command do (when starting a match) ?
can i give orders to people? (like defend or attack or moving patterns? or will i just have a icon over my head?) wich of the 2 do what?

and another one:

i see that planet temerature and gravity matters for overheating and jumping, but what does the water thing mean?

Edited by t0b4cc0, 02 October 2013 - 03:38 AM.


#6 Redshift2k5

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Posted 02 October 2013 - 03:53 AM

New recruits have limited posting abilities; they have access to only the bare minimum forum sections until after they have played 25 matches. http://mwomercs.com/...35289-recruits/

The Battlegrid is not available in Training Grounds. I don't think any real answer has ever been given for that missing function.

Being a Lance commander or company commander allows you to place waypoints on the map using the battlegrid. so yes, you can place orders (attack here, defend here) but nobody is under any obligation to follow them.

The percentage of water coverage on the planet doesn't mean anything.

#7 t0b4cc0

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Posted 02 October 2013 - 03:58 AM

thanks all! :D

#8 Koniving

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Posted 02 October 2013 - 03:58 AM

View Postt0b4cc0, on 02 October 2013 - 03:18 AM, said:

what does the take lance commend and the other one company command do (when starting a match) ?
can i give orders to people? (like defend or attack or moving patterns? or will i just have a icon over my head?) wich of the 2 do what?


I made a tutorial on the battlegrid. It's not concise. First part explains stuff about it. Second part uses the battlegrid to give orders while fighting to show it could be done. Hope that helps. And with that, I'm off to bed.

Edited by Koniving, 02 October 2013 - 03:59 AM.


#9 Rushin Roulette

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Posted 02 October 2013 - 04:22 AM

Actually, just about every question can be answered with a simple link to Smurphys. This is an online mechlab where you can plan any mech (including any mech which you dont even own) and it will tell you how much it will cost you)

http://mwo.smurfy-net.de/mechlab
For example this one AWS-8T To buy and outfit this mech you will need 11.866.390 Cbills as you can see in the top right.

As for maps, you have basically 3 options;
Press B ingame for a big map
Use the training grounds to learn the maps
use Smurphys for maps (you can select the maps including which game mode you want to have displayed)
http://mwo.smurfy-ne...peaks&m=assault

As for fighting lights, there are currently a few tutorial videos in these forums, basically, move backwards and get your back to a wall so that the lights are forced to stay infront of you for longer.

Matchmaking is apparently in the code (a basic ELO rating system) but I have not noticed how exactly this is ingame. I quite often seem to be matched with Muppets against good players if im solo dropping. Maybe the code is that the complete ELO scores on both teams is matched, not all 24 players in the same bracket.

The sismic module (just like nearly all other modules first need to be unlocked in the Pilot lab (tab at the top next to the Mech lab). Once you unlocked the module, you can purchase and install it on your mechs (much like any other weapon, you can remove them and move them to other mechs).

#10 Denolven

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Posted 02 October 2013 - 04:34 AM

According to this interview with Bryan Ekman (NGNG podcast), gravity is not not active yet, as they are still doing internal tests with arena boundaries and low gravity :D
*sing*

Edited by Denolven, 02 October 2013 - 04:41 AM.


#11 t0b4cc0

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Posted 02 October 2013 - 04:41 AM

View PostRushin Roulette, on 02 October 2013 - 04:22 AM, said:

The sismic module (just like nearly all other modules first need to be unlocked in the Pilot lab (tab at the top next to the Mech lab). Once you unlocked the module, you can purchase and install it on your mechs (much like any other weapon, you can remove them and move them to other mechs).


Ok... i think ive found it. it costs GXP?
I read i does cost 7500GXP...... i currently have about 700... so that means it will take a long time to get that right? (been playing like 2 days now, so 20 more to go?) or do i need to start making more kills? :D

#12 Rushin Roulette

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Posted 02 October 2013 - 04:46 AM

Yup. thats the one. Its 7500 GXP for the basic module and again that much ( I think) to upgrade it to a better range.

You automatically get a certain percentage of GXP for every normal Mech XP you earn, so it will take a while to get those 7500 GXP together. On the upper hand, that particular module will be changed sometime soon so that it isnt as usefull as it is now (It will only work when the mech is stationary and it will also register weapon impacts)

#13 Denolven

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Posted 02 October 2013 - 04:47 AM

Whenever you get XP, 5% of that amount gets copied to your GXP account. So obviously, killing more stuff is greatly enhancing the gain :D
But yeah, don't expect to finish the module unlocks anytime soon. It's considered late game content.

Edited by Denolven, 02 October 2013 - 04:50 AM.


#14 Sadistic Savior

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Posted 02 October 2013 - 09:53 AM

View Postt0b4cc0, on 02 October 2013 - 02:05 AM, said:

My second question:
If a mech costs like 10m points how much can i expect to drop on a good loadout?

Depends on what you consider "good". The only thing that everyone would probably add is double heat sinks and maybe Endo. That is about 2 million I think. Everything else is subjective.

Quote

So will i have to save up 30m to properly equipp a AS7-DDC? Or is it more like a few millions for the equipp?

At most it would be 5 million I think. Even if you only used the most expensive stuff.

XL Engines are the exception, but even then it would not be twice as expensive. It would be far less than 20 million. And, of course, you can cannibalize equipment already on the mech when you buy it to offset cost.

Quote

My third question:

Please confirm that there is currently no option to look the map..... or am i blind?? ^^

Pressing "B" will bring up the strategic map. This is like the mini-map but on a huge scale.

Quote

My 4th question


How do i deal with light mechs?

Lasers.

Lasers are really good at "washing" light mechs. You will not do a lot of damage that way, but you will always do some damage which they cannot evade, and they do not have a lot of armor. Be persistent. It does not seem like you are doing damage, but you are.

Walk backwards and turn in the opposite direction when they circle-strafe you. If your mech is fast enough, you might even be able to keep pace with them while turning in their same direction. Backing up will let you turn faster relative to them.

If multiple lights are attacking you, try to concentrate fire on one at a time. If you have jump jets, use them as well. Try to back up to a structure or cliff nearby if one is available.

Make sure you have them targeted...this will allow friendlies to aid you with LRMs. Target ECM mechs first. Friendlies over 200 meters away cannot "see" them without your help in targeting them.


Quote

6th question


In the module list i hover over the "seismic sensor" module.
On the left i read 2 msg. the first one i dont have neough cbills, ok. but the 2nd one says "THIS ITEM HAS NOT"
Nothing more. What does it not have? Can i buy it when i have enough cbills or will i buy it and cant equipp it afterwards because of some problem??

You need to unlock modules with XP. After they are unlocked, you still need to buy and equip them. You do not have the option to even buy them until they are unlocked with XP.

Quote

7th question


This guide right here: http://mwo-builds.ne...urion-2-medium/ says Artemis: equipped. Does that mean its the one that comes when i buy him? (= standard guidance)

Artemis can be equipped on any mech. It helps with missile locking and is mostly used for LRMs. It does take up weight though, which is why some people get rid of it. It is normal to have to pay to swap between options like Ferro, Double heat sinks, end, and Artemis.

Edited by Sadistic Savior, 02 October 2013 - 09:56 AM.


#15 DEMAX51

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Posted 02 October 2013 - 12:29 PM

Regarding the heat/gravity/water coverage info on map loading screens: None of this information is correct - it's all just there for "fluff"

- The gravity thing is literally meaningless, jumpjets and all other physics pertaining to gravity are identical on every map.

- The temperature listing is actually very misleading (some maps are hotter/colder than others, and that will affect your 'Mech's heat, but you can't trust what the loading screen says), because the degrees C ratings don't actually mean anything. Terra Therma, for instance, is listed in the loading screen as being slightly less hot than Tourmaline Desert, but in reality Terra Therma is the hotter map.

- The water % thing is just nonsense and is completely meaningless. Just there to add some flavor.





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