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#161 Mahws

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Posted 24 October 2013 - 10:14 PM

No, it's a feature that's coming with UI2.0, which is supposedly going to be in the next couple of patches.

#162 Aym

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Posted 24 October 2013 - 10:24 PM

Nope! UI 2.0 should have that ability though.

#163 Denolven

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Posted 25 October 2013 - 03:14 AM

The latest known date for UI2.0 is November/December, according to an NGNG-interview with Paul (or Brian, don't remember). It will fix a bunch of issues like renaming mechs, finding inventory items or sort mech bays.

Edited by Denolven, 25 October 2013 - 03:15 AM.


#164 Magna Canus

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Posted 25 October 2013 - 04:14 AM

Hi, this question is pretty basic; how do I include a poll in a topic I create?

#165 Rascula

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Posted 25 October 2013 - 05:00 AM

Not all forums allow polls, the main ones that do are General Discussion', and 'Factions - Inner Sphere'.

When you find one that does start a new topic and you should see an option on the right hand side of the screen for Polls that has Poll management under it.

From there you can add or amend any Poll questions you'd like to input, as well as other options.

Hope this helps!

P.s. New members <those on their first 25 games or less> will not be able to post in most forums and I believe the Poll option is disabled in the ones they do have access to.

Edited by Rascula, 25 October 2013 - 05:08 AM.


#166 Alaskan Nobody

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Posted 25 October 2013 - 01:05 PM

View PostRascula, on 25 October 2013 - 05:00 AM, said:


P.s. New members <those on their first 25 games or less> will not be able to post in most forums and I believe the Poll option is disabled in the ones they do have access to.


It was my understanding that they can post... but only 5 times a day or something like that.
Am I wrong? :)

#167 Groutknoll

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Posted 25 October 2013 - 01:31 PM

Ok, here's a couple of questions that I tried searching the for.

Q: Currently you can not spend mech xp on skills if you do not own the mech (think trial mechs). Will you be able to do this in UI 2.0?

Q: For those of us that have not added bays and have elited a mech and then sold that mech to make room. I have noticed while playing the trial mechs that the skills are not applied to the mech (speed tweek is easiest to check). Is this intended work this way? Or will UI 2.0 apply skills to non-owned variant trail mechs?

#168 Robert Montjoy

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Posted 25 October 2013 - 02:15 PM

Hello Everybody!

I'm new to Mech Warrior Online but have played MW 1 to 4 and it's offsprings. I just noticed that there are a few differences in piloting a Mech that make it impossible to steer it like I was used to. Therefore I do have two questions:

1.) Is there somewhere the feature hidden to automaticaly center your Torso?
2.) Is it possible to configure the mouse steering the Mech instead of the Torso?

Thanks in advance
Robert Montjoy

#169 LauLiao

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Posted 25 October 2013 - 02:31 PM

View PostGroutknoll, on 25 October 2013 - 01:31 PM, said:

Ok, here's a couple of questions that I tried searching the for.

Q: Currently you can not spend mech xp on skills if you do not own the mech (think trial mechs). Will you be able to do this in UI 2.0?

Probably not. Only being able to level mechs that you own is a way for PGI to encourage people to spend their C-bills and to purchase MC

Quote

Q: For those of us that have not added bays and have elited a mech and then sold that mech to make room. I have noticed while playing the trial mechs that the skills are not applied to the mech (speed tweek is easiest to check). Is this intended work this way? Or will UI 2.0 apply skills to non-owned variant trail mechs?


Trial mechs never receive XP or perks. However, if you were to repurchase a non-trial version of a mech that you previously leveled up, it would retain all the pilot skills you achieved already.

#170 DEMAX51

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Posted 25 October 2013 - 02:32 PM

You can center your legs to your torso with C and your torso to your legs with F. As far as I know, there is now way to have your mouse turn your legs instead of the A and D keys.

View PostRobert Montjoy, on 25 October 2013 - 02:15 PM, said:

Hello Everybody!

I'm new to Mech Warrior Online but have played MW 1 to 4 and it's offsprings. I just noticed that there are a few differences in piloting a Mech that make it impossible to steer it like I was used to. Therefore I do have two questions:

1.) Is there somewhere the feature hidden to automaticaly center your Torso?
2.) Is it possible to configure the mouse steering the Mech instead of the Torso?

Thanks in advance
Robert Montjoy

You can center your legs to your torso with C and your torso to your legs with F. As far as I know, there is now way to have your mouse turn your legs instead of the A and D keys.

#171 LauLiao

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Posted 25 October 2013 - 02:35 PM

View PostRobert Montjoy, on 25 October 2013 - 02:15 PM, said:

Hello Everybody!

I'm new to Mech Warrior Online but have played MW 1 to 4 and it's offsprings. I just noticed that there are a few differences in piloting a Mech that make it impossible to steer it like I was used to. Therefore I do have two questions:

1.) Is there somewhere the feature hidden to automaticaly center your Torso?

Yes! Your "C" key I believe is the key to automatically center your torso to your legs

Quote

2.) Is it possible to configure the mouse steering the Mech instead of the Torso?

Not sure on this one, but I don't think you'd want to. Your keyboard is much better for the broad movements of steering while your mouse is better for the fine corrections required for aiming. However, I'm not one to judge so if that's easier for you someone here might be able to give you a setup.

#172 Big Tin Man

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Posted 25 October 2013 - 03:49 PM

Q: if you die in match and leave (to switch mechs and play more), do you still get all c-bills and xp for the first match, or are they forefit?

edit: this would include bonus for kill assists not yet realized when you left, win bonus, etc.

Edited by Big Tin Man, 25 October 2013 - 03:53 PM.


#173 LauLiao

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Posted 25 October 2013 - 03:52 PM

View PostBig Tin Man, on 25 October 2013 - 03:49 PM, said:

Q: if you die in match and leave (to switch mechs and play more), do you still get all c-bills and xp for the first match, or are they forefit?


You do get SOME reward, but the exact amount seems to be up for debate. I've seen some people say that you still get your full reward, but other say you only get what you earned before you quit (e.g. if you shot a mech, but it dies after you quit you won't get the assist bonus). Don't recall seeing any official clarification on this.

#174 Koniving

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Posted 25 October 2013 - 04:06 PM

View PostBig Tin Man, on 25 October 2013 - 03:49 PM, said:

Q: if you die in match and leave (to switch mechs and play more), do you still get all c-bills and xp for the first match, or are they forefit?

edit: this would include bonus for kill assists not yet realized when you left, win bonus, etc.


There's some debate on this, but it seems logical to believe kill assists not yet earned do not get distributed to you after leaving.

There is definitely a strong belief that leaving causes you to lose XP earnings for some things (mainly capture assists on conquest). Though because the bonus is so little and only counts for helping to capture one base regardless of how many you helped with... that trivial amount means nothing.

#175 Koniving

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Posted 25 October 2013 - 04:50 PM

View PostRobert Montjoy, on 25 October 2013 - 02:15 PM, said:

1.) Is there somewhere the feature hidden to automaticaly center your Torso?
2.) Is it possible to configure the mouse steering the Mech instead of the Torso?


1) C to center torso to legs. F to center legs to torso.
2) You could do this, but honestly it would severely impair your ability to fight. Scroll down to Analog Turn down at the bottom of the options. Try to allocate your mouse to it. I can't tell you how bad this will handicap you though.

#176 Alaskan Nobody

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Posted 25 October 2013 - 04:58 PM

View PostGroutknoll, on 25 October 2013 - 01:31 PM, said:

Q: For those of us that have not added bays and have elited a mech and then sold that mech to make room. I have noticed while playing the trial mechs that the skills are not applied to the mech (speed tweek is easiest to check). Is this intended work this way? Or will UI 2.0 apply skills to non-owned variant trail mechs?

View PostLauLiao, on 25 October 2013 - 02:31 PM, said:


Trial mechs never receive XP or perks. However, if you were to repurchase a non-trial version of a mech that you previously leveled up, it would retain all the pilot skills you achieved already.


I did some experimenting with this quite a while ago, back when we had some commando trials:
Trial mech's do get the experience benefits, but only so long as you own the variant involved.
You sell the variant and the trial mech loses the bonus

- I seem to remember one of the developers commenting on this, but as I cannot remember exactly what he said or find it.... :)

#177 Choppah

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Posted 25 October 2013 - 05:37 PM

How do missile hardpoint limits work? For example (according to smurfy-net) on the BLR-1S there is one 15 missile hardpoint in each arm and two 10 missile hardpoints in the left torso.

Scenario 1: I put a LRM 20 in each arm. Do the remaining shots not fire, or is there a delay for the last 10?

Scenario 2: I put one LRM 20 in the left torso. Do 10 missiles launch out of each hardpoint?

A link to where this is all explained would be much appreciated.

#178 TercieI

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Posted 25 October 2013 - 05:44 PM

View PostChoppah, on 25 October 2013 - 05:37 PM, said:

How do missile hardpoint limits work? For example (according to smurfy-net) on the BLR-1S there is one 15 missile hardpoint in each arm and two 10 missile hardpoints in the left torso.

Scenario 1: I put a LRM 20 in each arm. Do the remaining shots not fire, or is there a delay for the last 10?

Scenario 2: I put one LRM 20 in the left torso. Do 10 missiles launch out of each hardpoint?

A link to where this is all explained would be much appreciated.


Scenario 1: 15, then 5 out of each arm

Scenario 2: 10, then 10 out of one hardpoint

It's one weapon per hardpoint, fires the max it can and keeps doing so until it's fired a full "batch."

S

#179 Choppah

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Posted 25 October 2013 - 07:46 PM

View PostTerciel1976, on 25 October 2013 - 05:44 PM, said:


Scenario 1: 15, then 5 out of each arm

Scenario 2: 10, then 10 out of one hardpoint

It's one weapon per hardpoint, fires the max it can and keeps doing so until it's fired a full "batch."

S

So is heat cut down as well? If I haven't fired a full batch do I only generate heat based on the ones I did fire?

#180 Koniving

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Posted 25 October 2013 - 08:33 PM

View PostChoppah, on 25 October 2013 - 07:46 PM, said:

So is heat cut down as well? If I haven't fired a full batch do I only generate heat based on the ones I did fire?

Exactly. One of the reasons I love it.





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