

Short Question, Short Answer
#3181
Posted 11 January 2015 - 09:20 AM
Now I'm not sure of certain circumstances where you might shed some light on for me.
- If under any contract, joining a unit with different faction would be possible, right?
-- would you get the same x-days cooldown when joining a unit of another faction as you do if you break your solo contract (if not in a unit) to switch factions?
-- do you become aligned to any faction if you leave a unit or have the choice again?
--- would you get a cooldown in this case?
#3182
Posted 11 January 2015 - 09:39 AM
Reno Blade, on 11 January 2015 - 09:20 AM, said:
Now I'm not sure of certain circumstances where you might shed some light on for me.
- If under any contract, joining a unit with different faction would be possible, right?
Not in-game. If you are part of a unit, you follow the unit leader's faction allegiance.
Reno Blade, on 11 January 2015 - 09:20 AM, said:
I don't know.
Reno Blade, on 11 January 2015 - 09:20 AM, said:
I think you remain a member of the faction you were with before leaving the unit. (Also, not sure if you inherit the contract from your unit after leaving it)
Reno Blade, on 11 January 2015 - 09:20 AM, said:
I don't know.
#3183
Posted 11 January 2015 - 11:00 AM
Reno Blade, on 11 January 2015 - 09:20 AM, said:
Now I'm not sure of certain circumstances where you might shed some light on for me.
- If under any contract, joining a unit with different faction would be possible, right?
If you are currently under a contract, you will have to break your contract to join a unit unless the Unit is under the exact same contract as you. And when I say exact, I mean EXACT. This will most likely not be the case, and you will almost undoubtedly have to break your contract or wait it out.
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Any time you terminate your contract there is a Cooldown period before you can accept a contract with a different Faction. When you join a unit, you automatically inherit their contract. So, generally, yes, there will be a cooldown time before you can join a Unit.
The exception is when you and the Unit you are joining are contracted with the same Faction. In this case you may still need to break your contract (if you and the Unit have Contracts of different lengths), but because you are not joining a completely different Faction, you can accept their Unit invite immediately.
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When you leave a unit, you retain whatever contract you had under the Unit. If your Unit had a permanent contract with Steiner, and you leave your Unit, you, personally, will still have a permanent contract with Steiner.
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There is no Cooldown just for leaving a Unit, but since you retain the Unit's contract (as explained above) you may need to break that contract to join a new Unit, in which case there will be a cooldown for having terminated your contract.
Hope that answers your questions

Edited by DEMAX51, 11 January 2015 - 11:09 AM.
#3184
Posted 11 January 2015 - 02:35 PM
#3185
Posted 11 January 2015 - 02:44 PM
if you unlocked "Medium laser range" that will only work on an IS Mech because the Clans have ER Mediums and Medium pulse Lasers but do not have Medium Lasers, even if it was a weapon of which the Clans have an identicly named version I believe you still have separate unlocks for IS and Clan, any Clan weapon module will be clearly labeled like your C-ERML range module.
It is silly that IS weapon modules are not also labeled as IS to remove the possibility of this confusion.
Edited by Rogue Jedi, 11 January 2015 - 02:45 PM.
#3186
Posted 11 January 2015 - 02:50 PM
Rogue Jedi, on 11 January 2015 - 02:44 PM, said:
if you unlocked "Medium laser range" that will only work on an IS Mech because the Clans have ER Mediums and Medium pulse Lasers but do not have Medium Lasers, even if it was a weapon of which the Clans have an identicly named version I believe you still have separate unlocks for IS and Clan, any Clan weapon module will be clearly labeled like your C-ERML range module.
It is silly that IS weapon modules are not also labeled as IS to remove the possibility of this confusion.
have the nova prime with the c-er med lasers, in pilot tree unlocked the Med Laser Range, so that is the wrong one to unlock yep, found the right one all good now thx.
#3187
Posted 12 January 2015 - 09:45 AM
#3188
Posted 12 January 2015 - 10:07 AM
MLM13, on 12 January 2015 - 09:45 AM, said:
I've never done it, but I expect it would be less than ideal. Unless you are physically unable to use a mouse and keyboard (or, I've heard some people like a mouse to look/aim and a Flight Stick for movement), I wouldn't bother even trying.
Apart from the lack of pinpoint precision when aiming, there are just way too many controls to map compared to the number of buttons there are on most controllers.
Edited by DEMAX51, 12 January 2015 - 10:08 AM.
#3189
Posted 12 January 2015 - 10:40 AM
#3191
Posted 13 January 2015 - 01:07 AM
MLM13, on 12 January 2015 - 09:01 PM, said:
It's actually an off brand PS3 controller that he has mentioned that he picked up at walmart. You should PM him for specfics.
#3192
Posted 13 January 2015 - 06:05 AM
Does ammo usually go to arms then?
#3193
Posted 13 January 2015 - 06:19 AM
Eonai, on 13 January 2015 - 06:05 AM, said:
Does ammo usually go to arms then?
Ammo placement is more art than science, taking into account available space, order of consumption, planned ablation, etc. The many fixed slots in clan mechs can make this challenging and sometimes just reduce it to "anywhere it fits."
#3194
Posted 13 January 2015 - 06:43 AM
#3195
Posted 13 January 2015 - 07:47 AM
Eonai, on 13 January 2015 - 06:05 AM, said:
Does ammo usually go to arms then?
Pretty much the above 2 posts. However, keep in mind that clan mechs tend to fit the ammo where the weapons are if there are multiples of it (this is to prevent an ammo explosion in one section from depriving you of all your ammo for said weapon). Also, ammo explosions may not kill the mech like IS ones, they still take out the section they are in. Making them very useful.
Clan mechs tend to have a lot of fixed equipment slots forcing ammo to be put in the STs, and the arms. So aim there when you can. Very few mechs have room in their legs for ammo (the DWF has 2 slots in it's right leg only).
#3196
Posted 13 January 2015 - 07:52 AM
#3197
Posted 13 January 2015 - 08:13 AM
Scout Derek, on 13 January 2015 - 07:52 AM, said:
If you have to ask which gold mech to buy, the answer is probably "neither." If you aren't super-psyched about a mech, that seems like a weird purchase.
#3198
Posted 13 January 2015 - 09:24 AM
Terciel1976, on 13 January 2015 - 08:13 AM, said:
If you have to ask which gold mech to buy, the answer is probably "neither." If you aren't super-psyched about a mech, that seems like a weird purchase.
Well no I'm not psyched about the purchase, it's just that I'm not too sure which one to get, as CW is my main objective with it. Either way, a gold mech will be bought. Not because I just want one, but because I'd like to get that C-bill bonus with a clan mech instead on the IS hero 'mechs all the time.
#3199
Posted 13 January 2015 - 09:33 AM
Scout Derek, on 13 January 2015 - 09:24 AM, said:
You know you don't actually have to buy a Gold Mech to get a 30% c-bill boost, right? Any of the Prime (I) variants will give you that boost, so you can buy just a regular 'Mech pack or an A La Carte pack to get one or more of those "Heros".
#3200
Posted 13 January 2015 - 10:37 AM
Scout Derek, on 13 January 2015 - 09:24 AM, said:
DEMAX51, on 13 January 2015 - 09:33 AM, said:
You know you don't actually have to buy a Gold Mech to get a 30% c-bill boost, right? Any of the Prime (I) variants will give you that boost, so you can buy just a regular 'Mech pack or an A La Carte pack to get one or more of those "Heros".
^^This! I have 13 CB bonus Clan mechs and not a single goldie. All Invasion (I) Prime variants have the same CB bonus as a Gold (G) mech. The Gold mech is really, truly, just a status symbol thing. It has absolutely no functional difference from an Invasion Prime.
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