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Short Question, Short Answer


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#3421 TheCaptainJZ

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Posted 02 March 2015 - 12:38 PM

Sales are regular, what exactly will be on sale is random. Annoucements for weekend sales and events have been getting posted 1 day before they go live, so be sure to check then. If there's something specific you want to buy, you'll have to decide how long you want to wait. Lately, sales have focused on early MC releases of the yet-unavailable clan mechs.

#3422 aGentleWarrior

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Posted 03 March 2015 - 07:31 AM

However mech sales on cbills are - rare from what i saw so far.

#3423 aGentleWarrior

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Posted 03 March 2015 - 07:56 AM

BTW, THX for that:
http://mwomercs.com/...61#entry4168361

Basically that means that when playing CW as a singleplayer it is likely that a planet with many yellow bars, like that:

Posted Image

will form up a battle faster.

However usually I follow a call to arms and then end up on planets completely without bars.
Then after a while of waiting suddenly pilots are transferred and 12 individual players die in an attempt to fight against a trained, coordinated 12 pilot strike team - a heroic but not really rewarding battle - not really desired.

What do the numbers behind planets in the list of planets mean?

Edited by aGentleWarrior, 03 March 2015 - 07:58 AM.


#3424 TheCaptainJZ

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Posted 03 March 2015 - 01:25 PM

The Call to Arms message is sent out any time a planet is being attacked or needs more attackers. So if a 12 man of an opposing faction attacks a previously empty planet, it will send out the signal for your faction. If the first responders are all solo, it's not going to end well. If however a 12-man team joins on your side, they will preempt any partial groups and face against the opposing 12-man. Then the solos on your side are still left in queue. It actually doesn't have to be a 12-man on either side, just enough players to form a 12-man team. It could be an 8-man and 4 solos for instance (this is where the puzzle piecing matchmaker comes in, just like in group que).

In the planet list on the right, it shows how many total players are playing on that planet. Both attackers and defenders. If your side is near a multiple of 12, click on the planet and look at the distribution of the queue as the picture example you posted. From there you can decide whether to join or not. If a new 12 man team is near complete, you can join but there's no telling what the enemy team composition might be. It does show in the queue information how many 12 man teams are formed up and ready to launch and just waiting on an opposing team or a zone to free up to fight in. Usually there is only 1 12 man team ready in this fashion (cause any more and a match has already started. Rarely are all 15 zones occupied or there are far more 12 man teams ready on one side than the other). Also the yellow bars never look distributed like that. They are usually stacked together into 1 and 2 a lot more even if every player is a solo player.

Oh and another thing, the Call to Arms will be red if the enemy team is nearing an autowin situation (due to time)

Edited by TheCaptainJZ, 03 March 2015 - 01:29 PM.


#3425 Tim East

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Posted 03 March 2015 - 02:04 PM

View PostaGentleWarrior, on 03 March 2015 - 07:56 AM, said:

However usually I follow a call to arms and then end up on planets completely without bars.
Then after a while of waiting suddenly pilots are transferred and 12 individual players die in an attempt to fight against a trained, coordinated 12 pilot strike team - a heroic but not really rewarding battle - not really desired.

I've seen a 6 man + PUGs roll a Davion 12 man recently. Yeah, it was a hold territory battle, so we had the advantage, but once we smashed their first wave we wound up pushing out of the gate and they couldn't quite seem to recover. Yes the 12 man team is a powerful force to be reckoned with, but with the advent of in-game voip it is no longer impossible for PUGs to communicate with one another with alacrity. Therefore, while it can be difficult, it is by no means impossible to beat a 12 man with whoever happens to be hanging around.

#3426 TheCaptainJZ

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Posted 03 March 2015 - 02:13 PM

It wasn't impossible before, but definitely difficult, especially pugs against a clan 12 man.

#3427 bomkallo

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Posted 06 March 2015 - 12:40 PM

Well, as far as main page is not sufficient, may I get some answers regarding latest changes? I feel an assault as paper or it's rather my feeling? I've read someting that someone was hit with it as well.

#3428 Rogue Jedi

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Posted 06 March 2015 - 03:22 PM

View PostTiger Dad, on 02 March 2015 - 07:36 AM, said:

When would the next mech sale be?

this weekend, until Tuesday all Champion Mechs except the newly released Griffin Champion are on sale at 30% off regular MC price.

this can be a great opportunity to get some XL engines for MC rather than cbills (The Blackjack has a 235,the Spider a 255, the Firestarter a 295, the Jenner a 300 and the Cicada a 340) , as the Champion Mechs come with most of the useful upgrades it will not cost many cbills to turn them into good combat Mechs, however many people think it is a waste of money paying real money for Mechs which you can build (albeit without the 30% XP bonus) purely for cbills, so decide what is more important, getting the Mechs/engines now or the real money the Mech costs

#3429 jss78

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Posted 07 March 2015 - 03:38 AM

What's the current bottom line on AMS? Should I bring it, or is the tonnage best used elsewhere?

Speaking as a 100-game neophyte, it feels useful, i.e., it seems to reduce the # of stuff landing on my head.

Does it become redundant with Radar Deprivation or simply better positioning and better map knowledge? Or is it playstyle-dependent, e.g., more useful if you stay with the others vs. scout alone?

For that matter, should I bring TWO, if the mech supports that (I've been eyeing the VND-1AA).

#3430 Iothil

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Posted 07 March 2015 - 05:31 AM

View Postjss78, on 07 March 2015 - 03:38 AM, said:

What's the current bottom line on AMS? Should I bring it, or is the tonnage best used elsewhere?

Speaking as a 100-game neophyte, it feels useful, i.e., it seems to reduce the # of stuff landing on my head.

Does it become redundant with Radar Deprivation or simply better positioning and better map knowledge? Or is it playstyle-dependent, e.g., more useful if you stay with the others vs. scout alone?

For that matter, should I bring TWO, if the mech supports that (I've been eyeing the VND-1AA).


If you want to play CW you should consider the fact that AMS if massed makes LRMs virtually useless and creates a gigantic strategical flaw in teams boating LRMs (which still are enough -.-')

The heavier the Mech the more useful AMS usually is, especially if you cannot afford Radar Deprivation Modules.

#3431 Rogue Jedi

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Posted 07 March 2015 - 06:23 AM

short answer:
it depends on the Mech,

longer answer:
Against IS LRMs an AMS can take out upto 5 missiles in each volly, with Clan LRMs because of the way they fire in a stream rather than a volly the AMS will take out more of the missiles, AMS does not seem to help much against SRM or SSRM you can increase its effectiveness with the AMS range and AMS overload modules.

If a Mech can mount more that 1 AMS I will usualy take as many as it can fit regardless of the Mech.
I usualy take AMS on any Mech moving slower than 70KPH and unless the Mech can carry multiples I rarely take AMS on anything faster than 100 because with that speed you can usualy find cover to evade missiles.

#3432 TheCaptainJZ

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Posted 07 March 2015 - 01:25 PM

I think ams is something of a play style decision. You'll see people argue both for and against and it all boils down to how they play and what mechs. Certainly 1 ton isn't much of a sacrifice on a heavy mech (you can do .5 tons of ammo or 1 ton). I just like having ams on almost every mech maybe because I'm not such a awesome player with finding cover. And consider that the ams helps your teammates too.

#3433 Alaskan Nobody

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Posted 07 March 2015 - 04:27 PM

What do you do about someone who is being polite to everyone else.

But when you try to talk to them, insists that "I am sorry" is not only not an apology, but is proof of you being mentally sick?

#3434 RedEagle86

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Posted 07 March 2015 - 06:59 PM

View PostShar Wolf, on 07 March 2015 - 04:27 PM, said:

What do you do about someone who is being polite to everyone else.


Accept the fact that you play with Canadians, and we're simply better at it than you and move on. :D

#3435 Alaskan Nobody

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Posted 07 March 2015 - 08:30 PM

View PostRedEagle86, on 07 March 2015 - 06:59 PM, said:

Accept the fact that you play with Canadians, and we're simply better at it than you and move on. :D

Not living that far from Canada, and being cut off from the rest of the US of A BY Canada, that is something I am well familiar with ;)

#3436 Calebos

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Posted 08 March 2015 - 06:04 AM

Why is the MWO so horribly hefty on hardware? My hw is i74790/DDR III 8GB 1600 MHz RAM/NVidia 760 gtx 2GB GRAM/SSD 256GB Intel 530. It looks it should be far enough hw configuration for smooth playing of this game without any problem. My problem is just loud fan "performance". First of all I thought it is just bad setup, but when I play any other 3D game the hw is very quiet without any horrible spin velocities of any fan in the rig. My game settings are set to medium setings/dx11/64bit/v-sync on/1680x1050 resolution. Playing in full screen mode.

Thanks.

Edited by Calebos, 08 March 2015 - 06:34 AM.


#3437 Iothil

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Posted 10 March 2015 - 06:43 AM

View PostCalebos, on 08 March 2015 - 06:04 AM, said:

Why is the MWO so horribly hefty on hardware? My hw is i74790/DDR III 8GB 1600 MHz RAM/NVidia 760 gtx 2GB GRAM/SSD 256GB Intel 530. It looks it should be far enough hw configuration for smooth playing of this game without any problem. My problem is just loud fan "performance". First of all I thought it is just bad setup, but when I play any other 3D game the hw is very quiet without any horrible spin velocities of any fan in the rig. My game settings are set to medium setings/dx11/64bit/v-sync on/1680x1050 resolution. Playing in full screen mode.

Thanks.


Because it is running on CryEngine, which is known to be a hardware menace. Which is the reason that for some time (not sure if it is still done) new GPU were tested on Crysis and such Games to see the overall performance and setup of gaming rigs or just GPUs. It tends to gobble every piece of resources it can get which results in high CPU/GPU temps which is why your fan speed nears hovercraft mode. It's pretty normal for some games, MWO slightly more so. Not sure if that helps you, but I'd monitor the CPU heat, if it's only your GPU that runs hot but CPU does not climb over ~65-70°C I would not worry. If CPU runs hot, you can PM me, I had similar issues, mostly on mobile setups though, but most commonly it's just a few clicks in the Nvidia control center, so no worries B)

#3438 Prof RJ Gumby

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Posted 10 March 2015 - 10:00 AM

The ingame menu says I need to buy out elite tier efficiencies for 3 types of mech chassis to unlock master skill. I have bought basic for 3 types of commando and elite for only one of them. Yet that elite one have the master skill unlocked... why?

#3439 TercieI

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Posted 10 March 2015 - 10:04 AM

View PostProf RJ Gumby, on 10 March 2015 - 10:00 AM, said:

The ingame menu says I need to buy out elite tier efficiencies for 3 types of mech chassis to unlock master skill. I have bought basic for 3 types of commando and elite for only one of them. Yet that elite one have the master skill unlocked... why?


Have you previously elited two other light mechs?

The documentation doesn't make it clear, but you have to basic three of each chassis, but you only have to elite three of each weight class. Once you've elited three mechs of a weight class, you can basic three variants of any new chassis in that class and then master any of them without touching the others.

#3440 Koniving

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Posted 10 March 2015 - 10:09 AM

View PostProf RJ Gumby, on 10 March 2015 - 10:00 AM, said:

The ingame menu says I need to buy out elite tier efficiencies for 3 types of mech chassis to unlock master skill. I have bought basic for 3 types of commando and elite for only one of them. Yet that elite one have the master skill unlocked... why?

View PostTerciel1976, on 10 March 2015 - 10:04 AM, said:

Have you previously elited two other light mechs?

The documentation doesn't make it clear, but you have to basic three of each chassis, but you only have to elite three of each weight class. Once you've elited three mechs of a weight class, you can basic three variants of any new chassis in that class and then master any of them without touching the others.


To make this easier:

Lets say you get a Jenner.
Jenner gets basics.
You get a second Jenner.
It gets basics.
You get a third Jenner.
It also gets basics.

You now have 3 Jenners at the end of Basics.
Elites unlocked.

Now lets say you unlocked one Jenner's elites and threw the other two into the trash can.

You now have 1 elite Jenner.
Now you get 1 Commando.
You bring it to basics.
You get a second Commando.
It's brought to basics.

You have 3 mechs... All 3 are light mechs.
But the Commandos can't reach elites without a third Commando.
So you get the third Commando and bring it through basics.
You now have 3 Commandos through basics, elites unlocked.
You elite two Commandos but threw out the third.

You now have 1 Jenner, 2 Commandos, all 3 are elited.
That's 3 elited lights = Master unlocked.

TLDR;
To get elite: You need 3 variants of the same mech.
To get master: You need 3 mechs of the same class.
(Variant: 4G, 2D, etc.)
(Mech: Commando, Hunchback)
(Class: Light, Medium)

Edited by Koniving, 10 March 2015 - 10:11 AM.






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