Jump to content

- - - - -

Short Question, Short Answer


10417 replies to this topic

#3141 GreyNovember

    Member

  • PipPipPipPipPipPipPipPip
  • The Ankle Biter
  • The Ankle Biter
  • 1,551 posts

Posted 29 December 2014 - 02:02 PM

I can't seem to focus them on a moving target.

Seems like my problem was two things. I was treating the ember as a fly in, alpha, fly out Firestarter, and my laser work was terrible.

#3142 Philldoe

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 204 posts
  • LocationTurn Around...

Posted 29 December 2014 - 02:13 PM

View PostEonai, on 29 December 2014 - 02:02 PM, said:

I can't seem to focus them on a moving target.

Seems like my problem was two things. I was treating the ember as a fly in, alpha, fly out Firestarter, and my laser work was terrible.


You may need to lower your mouse sensitvity a bit. For lights, being able to raise and lower that on the fly is a must have. High for moving around, low for accurate shots at minor range. It'll be a bit of a trial and error process to get the settings you like.

#3143 pulupulu

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • 183 posts

Posted 30 December 2014 - 08:12 AM

I tried community warfare (haven't play mwo for a while), and set up my mechs then tried matching... Am I supposed to wait 20 min and see "pilot receiving order" and then wait some more? Am I doing it right?

I cancelled it obviously, and went to do something else.

#3144 DEMAX51

    Member

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

Posted 30 December 2014 - 09:14 AM

View Postpulupulu, on 30 December 2014 - 08:12 AM, said:

I tried community warfare (haven't play mwo for a while), and set up my mechs then tried matching... Am I supposed to wait 20 min and see "pilot receiving order" and then wait some more? Am I doing it right?

I cancelled it obviously, and went to do something else.

Yeah, it can take a while if you're pugging. When you see "pilot receiving orders" it's trying to put your match together though.

When pugging, the best bet is to look for planets you can defend that have more attackers than defenders in queue, or planets you can attack that have more defenders in queue (you can see the numbers of attackers and defenders in queue for each planet on the Faction tab, in the list of planets on the right side of the screen).

#3145 Nick Makiaveli

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 2,188 posts
  • LocationKnee deep in mechdrek

Posted 03 January 2015 - 10:08 AM

View PostVaegir Raiden, on 26 December 2014 - 12:51 AM, said:

Why are the modules and the costs of upgrades such at high and extreme costs?

It's insane. And not even starter friendly. You have to die alot in your stock mech before you can even buy Endo, DHS and even components to outfit your mech.

The new player enviroment is terrible. The grinding is terrible and it's already hard enough to break the 100 damage.


Part of it is as RJ says below, to encourage spending of $ as this is a F2P and someone has to pay the salaries, datacenter costs etc.

Second, the better you get, the more money you make.

Third, if it's a "grind", then you aren't having fun playing. So why are you playing? Not being a donkey's relative here, just asking you to ask yourself what's missing, and then you can figure out how to get what you want.

Lastly, look for a newbie friendly group. They can't buy things for you, but they can run you through training exercises, help you win via teamwork over TS etc. Plus it's a lot more fun to drop with battle-brothers than solo.

View PostRogue Jedi, on 26 December 2014 - 01:49 AM, said:

It is all to do with ensuring you do not get too rich in terms of cbills, so you have reason to spend real money. I have been playing for almost 2 and a half years, I own more than 90 Mechs, 2/3 are at least at elite but do not even have 4 fully outfitted (with a complete set of modules) Mechs for Community Warfare.
I keep getting more Mechs which generally need 4+ million spent on them (on top of initial purchase cost) to get them fully combat ready (new weapons, Endo, DHS, and often a new engine, yes I can pinch the engine from another Mech but I prefer to have most of my Mechs combat ready, and indeed I do have at current about 70 combat ready Mechs)


**See edit below for an addendum. FTR I don't edit posts to take out things I've said. I said it, right or wrong. Will apologize, but not hiding from what I said. ***

So it's PGI's fault you don't have a "full set" of modules and not yours for buying so many mechs? For not mastering them? For keeping 70 mechs fully kitted out? Which you just admitted is a personal choice.

So hard to be sympathetic when you could easily raise the cash by reducing the number of engines and likely even get rid of some mechs that aren't combat ready because you will likely never play them again and thus buy the module you need. Or just put those combat ready mechs to work. Jump in one that isn't mastered, play a match, quit if you die and jump in the next. Will earn XP toward mastery, and that's the best way to make Cbills. Plus if you are any good, you know that, while you may lose the match, it's a lot easier to get kills and rack up flanks/hit-n-runs/etc in the Solo queue.


**Edit**

Ok, just read what you said about spending real money etc. That helps explain the situation. How ever, you could still convert goods into Cbills further reducing your "grind". I know the Phoenix package has helped me a lot, though I don't consider it grinding. Every match is a chance to learn or just sharpen skills that have grown rusty. I have never "grinded" (hate that gibberish word) a match in my Kit Fox, yet I have it mastered with over 30K exp on it now.

Edited by Nick Makiaveli, 03 January 2015 - 10:19 AM.


#3146 Nick Makiaveli

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 2,188 posts
  • LocationKnee deep in mechdrek

Posted 03 January 2015 - 10:24 AM

**Starting new post as my editor is acting weird. Just FYI in case a mod does a drive-by on me**

View PostTim East, on 26 December 2014 - 01:56 AM, said:

It's generally accepted as better to save until you've earned your entire cadet bonus, and then at least partially upgrade your first mech before even driving it. It also doesn't hurt to make your first mech one you drove as a trial a lot, since you'll probably have enough XP to basic it out.

Ignoring these and other tips available in the new player section does indeed make the game harder, especially early on, though not completely unplayable. I did as you and started off driving stock Commandos before the end of my cadet bonus money, and it can be a bit of a slog-fest doing it that way, so I sympathize. All I can really say is don't give up though, as I found the pleasure of customizing my own mech outweighed the being strapped for cash to actually do so.

Aside from all that, I rarely sell anything, which allows me to try a number of different builds on the cheap when I do get a new mech now, and I usually have some kind of engine I can squeeze into a mech if I need to change something.

Jedi is right about modules though. Freakin' expensive. Upgrades, well, you can get away with SHS or standard structure, though you'll rarely be optimized running both. Ferro is just a waste on all but the emptiest crit-slotted mechs. SHS is ok on any build reliant on gauss, and endo can be lived without on some assault builds where crit slots are more important than weight allowance, but you're pretty much going to have to buy one or the other, and usually both, as he mentioned.


Tim has some good points, but left out one option that I think more new players need to encouraged to do.

Simply start a new account. Either just dump this one and start over with the knowledge you have now. Or put this one on hold while you go make mistakes on your "alt" account. Run thru the Cadet games, buy a mech, kit it out fully and then realize it sucks, or at you do in it. Strip it (even armor as yes you have to buy armor and you only get half(?) price for what you sell. BTW upgrades like Endo don't count towards the sale price), so as I said, strip it then buy a new mech. Rinse repeat. Run out of money? Start another alt and pick a different trial mech and run thru the Cadet etc etc etc.

#3147 Rogue Jedi

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,908 posts
  • LocationSuffolk, England

Posted 03 January 2015 - 11:11 AM

View PostNick Makiaveli, on 03 January 2015 - 10:08 AM, said:


So it's PGI's fault you don't have a "full set" of modules and not yours for buying so many mechs? For not mastering them? For keeping 70 mechs fully kitted out? Which you just admitted is a personal choice.

So hard to be sympathetic when you could easily raise the cash by reducing the number of engines and likely even get rid of some Mechs that aren't combat ready because you will likely never play them again and thus buy the module you need.

I was not complaining although I understand how you could have got that idea from the way my post was worded
yes, you are absolutely correct, I could sell Mechs and engines and raise the cash to get additional modules, but I am almost there just by playing by now.

that post was written as an explanation for Vaegir Raiden who asked about the reasons for the pricing, it was in no way intended as a complaint about the way PGI are running the game, or a request for sympathy, I was just pointing out that you have decisions to make in how to spend your money.

no offense taken or intended I just wanted to make my point clear

#3148 luxebo

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,342 posts

Posted 04 January 2015 - 12:46 AM

Hey all, have been giving a go with Jenners recently. Any of you have any luck on it? I did master Ravens already, but Ravens feel more like a hard hitter compared to Jenners as a scout/gunboat. I've been struggling oftenly getting under average in terms of damage, though I did do decently well before in the Jenner trial. I just don't do enough damage overall in the Jenner (at least up to now). Any tips? Doing the F variant first due to a lack of light vs light type of mech (my Ravens are sniper 2X, brawly 4X with AC20, and spotter/scout 3L).

#3149 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,195 posts
  • LocationThe Far Country

Posted 04 January 2015 - 05:13 AM

View Postluxebo, on 04 January 2015 - 12:46 AM, said:

Hey all, have been giving a go with Jenners recently. Any of you have any luck on it? I did master Ravens already, but Ravens feel more like a hard hitter compared to Jenners as a scout/gunboat. I've been struggling oftenly getting under average in terms of damage, though I did do decently well before in the Jenner trial. I just don't do enough damage overall in the Jenner (at least up to now). Any tips? Doing the F variant first due to a lack of light vs light type of mech (my Ravens are sniper 2X, brawly 4X with AC20, and spotter/scout 3L).


The F with 6ML is a poker/harasser. Use that 300M or so range and the high mounts, know your heat curve intimately, and make your shots count. It's a challenging mech to play well, but one of the most rewarding, IMO.

#3150 luxebo

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,342 posts

Posted 04 January 2015 - 11:56 AM

View PostTerciel1976, on 04 January 2015 - 05:13 AM, said:

The F with 6ML is a poker/harasser. Use that 300M or so range and the high mounts, know your heat curve intimately, and make your shots count. It's a challenging mech to play well, but one of the most rewarding, IMO.

I'll give it another test. Thanks Terciel. :)

#3151 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,195 posts
  • LocationThe Far Country

Posted 04 January 2015 - 12:09 PM

View Postluxebo, on 04 January 2015 - 11:56 AM, said:

I'll give it another test. Thanks Terciel. :)


NP. It's too hot (and too much CT) to really brawl. The other best ones right now are the 4MPL JR7-K and SRM16 Oxide, both of which are more strikers. I <3 Jenners. I have 7...

#3152 TheCaptainJZ

    Member

  • PipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 3,708 posts
  • LocationUnited States

Posted 04 January 2015 - 12:10 PM

The problem with all jenner is the huge ct. Max the front ct armor. Leave very few points in back. Never move in a straight line or torso twist like crazy. Try facing away from enemies to the side or an odd angle

#3153 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,195 posts
  • LocationThe Far Country

Posted 04 January 2015 - 12:17 PM

View PostTheCaptainJZ, on 04 January 2015 - 12:10 PM, said:

The problem with all jenner is the huge ct. Max the front ct armor. Leave very few points in back. Never move in a straight line or torso twist like crazy. Try facing away from enemies to the side or an odd angle


...and shoot them when they're not looking. :)

#3154 TheCaptainJZ

    Member

  • PipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 3,708 posts
  • LocationUnited States

Posted 06 January 2015 - 01:17 AM

Found this today. Thought it belonged here for the masses:

View PostRuss Bullock, on 22 December 2014 - 03:10 PM, said:

Damage transfer several months ago was lowered increase TTK - it was reduced to 40% from one component and down to 20% for a second component.

It used to be 50 and 25.

If memory serves - it should still be 40 and 20.


#3155 Vaegir Raiden

    Member

  • PipPipPip
  • Big Brother
  • 74 posts

Posted 06 January 2015 - 08:03 AM

Why do we have such stupid things as artillery or airstrike. The amount of people using this saddens me.
Its really ruining the game fun.

Will this be adjusted?

#3156 Rogue Jedi

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,908 posts
  • LocationSuffolk, England

Posted 06 January 2015 - 08:27 AM

View PostVaegir Raiden, on 06 January 2015 - 08:03 AM, said:

Why do we have such stupid things as artillery or airstrike. The amount of people using this saddens me.
Its really ruining the game fun.

Will this be adjusted?


they exist so you can choose to save everything you earn to purchase and upgrade Mechs or spend cbills on things which may give you or your team an advantage, you can also purchase them for MC (real money), I persionaly find the UAV to be infanatly more useful than an artillary or air strike.

they serve the purpose of forcing your enemy to move or suffer damage, I rairly suffer much damage from airstrike or artillary, and seem unable to cause much damage with them, although I occaisionaly will drop one to "convince" the enemy to move.

they have been adjusted several times and likely will be adjusted again in future, the most recent adjustment prevented you from taking more than 1 strike on a Mech.

I do not think they are going anywhere, sorry

#3157 GreyNovember

    Member

  • PipPipPipPipPipPipPipPip
  • The Ankle Biter
  • The Ankle Biter
  • 1,551 posts

Posted 06 January 2015 - 08:32 AM

Would Artemis on SRM4's be worth the tighten? And do they count as SRM4s for quirks?

I'd rather not upgrade and then see that they don't work.

#3158 Rogue Jedi

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,908 posts
  • LocationSuffolk, England

Posted 06 January 2015 - 09:20 AM

I personally do have a few builds where I Use ASRM4, they make the missiles accurate further out.

Unfortunately this is a matter of personal preference, it is definitely worth fitting Artemis to SRM6, it is definitely not worth fitting it to SRM2. SRM4 does get noticeable benefit but is it worth the 50% weight and slot increase?

I cannot tell you this, but I do think you get a greater benefit in slower Mechs.

sorry I cannot give you more help

#3159 DEMAX51

    Member

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

Posted 06 January 2015 - 09:30 AM

View PostEonai, on 06 January 2015 - 08:32 AM, said:

Would Artemis on SRM4's be worth the tighten? And do they count as SRM4s for quirks?

I'd rather not upgrade and then see that they don't work.

Missile quirks do actually apply to Artemis versions of the same launcher.

As for SRM4 vs ASRM4 - it certainly can help. I find it depends largely on which 'Mech I'm playing. If I'm using a splat Kitfox, for instance, with 4SRM4s, the spread is SO MUCH tighter with Artemis that I highly prefer it. On the other hand, a 'Mech like the Oxide doesn't particularly need Artemis.

Are you wondering with regards to one particular chassis?

#3160 Alaskan Nobody

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 10,358 posts
  • LocationAlaska!

Posted 06 January 2015 - 03:26 PM

View PostRogue Jedi, on 06 January 2015 - 08:27 AM, said:

They serve the purpose of forcing your enemy to move or suffer damage,

Seconding this - as against any player who is aware that it is coming they can be sidestepped.

That works even for a Direwolf at 0/8 basic skills.
(Though that obviously takes quite a bit more effort)

View PostEonai, on 06 January 2015 - 08:32 AM, said:

I'd rather not upgrade and then see that they don't work.

As noted above - Artemis does effect SRM4

As for whether it would be worth it or not - that is something that depends on both the pilot and the mech in question.
Some of my mechs use ASRM4, some use basic SRM4.





6 user(s) are reading this topic

0 members, 6 guests, 0 anonymous users