

Short Question, Short Answer
#3421
Posted 02 March 2015 - 12:38 PM
#3422
Posted 03 March 2015 - 07:31 AM
#3423
Posted 03 March 2015 - 07:56 AM
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:

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
Posted 03 March 2015 - 01:25 PM
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
Posted 03 March 2015 - 02:04 PM
aGentleWarrior, on 03 March 2015 - 07:56 AM, said:
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
Posted 03 March 2015 - 02:13 PM
#3427
Posted 06 March 2015 - 12:40 PM
#3428
Posted 06 March 2015 - 03:22 PM
Tiger Dad, on 02 March 2015 - 07:36 AM, said:
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
Posted 07 March 2015 - 03:38 AM
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
Posted 07 March 2015 - 05:31 AM
jss78, on 07 March 2015 - 03:38 AM, said:
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
Posted 07 March 2015 - 06:23 AM
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
Posted 07 March 2015 - 01:25 PM
#3433
Posted 07 March 2015 - 04:27 PM
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?
#3435
Posted 07 March 2015 - 08:30 PM
RedEagle86, on 07 March 2015 - 06:59 PM, said:

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
Posted 08 March 2015 - 06:04 AM
Thanks.
Edited by Calebos, 08 March 2015 - 06:34 AM.
#3437
Posted 10 March 2015 - 06:43 AM
Calebos, on 08 March 2015 - 06:04 AM, said:
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

#3438
Posted 10 March 2015 - 10:00 AM
#3439
Posted 10 March 2015 - 10:04 AM
Prof RJ Gumby, on 10 March 2015 - 10:00 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.
#3440
Posted 10 March 2015 - 10:09 AM
Prof RJ Gumby, on 10 March 2015 - 10:00 AM, said:
Terciel1976, on 10 March 2015 - 10:04 AM, said:
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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