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#3441 Prof RJ Gumby

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Posted 10 March 2015 - 10:10 AM

Terciel1976, Koniving:

Yup, my bad. It says "of this weight class" in elite, not "this chassis". I elited 3 Locusts before. Thanks guys.

This is strange btw. You have to buy and play other chassis to unlock elite, but you don't need them to unlock master? Logically it should be the other way around...

Edited by Prof RJ Gumby, 10 March 2015 - 10:13 AM.


#3442 TercieI

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Posted 10 March 2015 - 10:14 AM

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

Terciel1976, Koniving:

Yup, my bad. It says "of this weight class" in elite, not "this chassis". I elited 3 Locusts before.

This is strange btw. You have to buy and play other chassis to unlock elite, but you don't need them to unlock master? Logically it should be the other way around...


No, you don't have to buy any others. You can elite three LCTs (or COMs or JR7s, etc...) and unlock master that way. It's a F2P block that you have to buy three variants of each chassis. <shrug>

This is why I always recommend players start each weight class with a mech with three+ strong variants.

#3443 Koniving

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Posted 10 March 2015 - 10:17 AM

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

This is strange btw. You have to buy and play other chassis to unlock elite, but you don't need them to unlock master? Logically it should be the other way around...

You "learn" how to drive the mech (Basics)
You get good with multiple variants of the mech (Elites)
You become proficiently good with multiple mechs (Master)

It makes some sense. A thing to remember is ultimately the 'skills' fall back on the pilot not necessarily the machine.

#3444 Scout Derek

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Posted 10 March 2015 - 10:56 AM

Executioner question.

Laser Boat?

Or....

Wubs?

Or....

Dual Ultras?

#3445 Prof RJ Gumby

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Posted 10 March 2015 - 11:03 AM

View PostKoniving, on 10 March 2015 - 10:17 AM, said:

You "learn" how to drive the mech (Basics)
You get good with multiple variants of the mech (Elites)
You become proficiently good with multiple mechs (Master)

It makes some sense. A thing to remember is ultimately the 'skills' fall back on the pilot not necessarily the machine.


In general I approve the system (and understand the nuances, thx guys). Only this 3xthis chassis/3xthis weight class is kinda counterintuitive to me. At least once you get your first 3 elites. The mechwarrior needs to try out other types of the same mech (which is a harsher requirement) to get out of the kindergarten (basics), but after that, to become a true master of THIS mech, he can just rely on some more general experience from other mechs? This makes step 2 easier than step 1... But each to his own I guess.

#3446 Reno Blade

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Posted 10 March 2015 - 11:57 AM

View PostProf RJ Gumby, on 10 March 2015 - 11:03 AM, said:


In general I approve the system (and understand the nuances, thx guys). Only this 3xthis chassis/3xthis weight class is kinda counterintuitive to me. At least once you get your first 3 elites. The mechwarrior needs to try out other types of the same mech (which is a harsher requirement) to get out of the kindergarten (basics), but after that, to become a true master of THIS mech, he can just rely on some more general experience from other mechs? This makes step 2 easier than step 1... But each to his own I guess.

I think the guys already said it, but you can still master your mechs without the need to buy a different chassis.
If you have only 3 jenners, you can elite them (unlocks after 8/8 basics on all 3) and then you can master them once all 3 jenners have 4/4 elite unlocked.

The good part comes if you buy a new mech, say a Firestarter after you elited 2 or more of your Jenners.
You would need 3 Firestarters with 8/8 basic to unlock elite.
but then:
you can elite and master your favorite Firestarter without touching the other two, because you already elited 2 other light mechs (the 2 Jenners from before).

Saves you lot of leveling if you don't want to play the other 2 variants ;)

#3447 TheCaptainJZ

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Posted 10 March 2015 - 12:23 PM

Think of it as a shortcut for the second chassis you're mastering. You can imagine the module slot as being able to hold transferable skills from other mechs (modules can be swapped between any mechs after all) as well as pilot skills from other mechs that play similarly (other chassis in the same weight class).

#3448 Prof RJ Gumby

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Posted 10 March 2015 - 01:53 PM

View PostReno Blade, on 10 March 2015 - 11:57 AM, said:

...but you can still master your mechs without the need to buy a different chassis....

you can elite and master your favorite Firestarter without touching the other two, because you already elited 2 other light mechs (the 2 Jenners from before).



Oh wait... Confused again. So I don't have to buy 3 versions anymore? My whole argument bases on the fact that I bought Mist Lynx too, basic'd it, but the elite skills are still locked... and the game tells me to buy 2 more MLXes... Is this because this is a clan mech?

ATM I have 6 lights elited (3 locusts, 3 commandos). Could I now buy eg. a single spider and level it up all the way? Once I got to master once, those requirements stop to be the case?

Edited by Prof RJ Gumby, 10 March 2015 - 01:58 PM.


#3449 TercieI

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Posted 10 March 2015 - 01:59 PM

View PostProf RJ Gumby, on 10 March 2015 - 01:53 PM, said:


Oh wait... Confused again. So I don't have to buy 3 versions anymore? My whole argument bases on the fact that I bought Mist Lynx too, basic'd it, but the elite skills are still locked... and the game tells me to buy 2 more MLXes... Is this because this is a clan mech?

ATM I have 6 lights elited (3 locusts, 3 commandos). Could I now buy eg. a single spider and level it up all the way? Once I got to master once, those requirements stop to be the case?


No, you have to have three, but you only have to get them through basic once you've elited three in a weight class.

#3450 JC Daxion

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Posted 10 March 2015 - 02:33 PM

Internal structure stats.

. I know what armor is, But how do i know how many internal structure hit points does a mech has? Is it standard by weight class? Is it by mech? does it go of how much armor you have placed? Does back internal structure, have less than front? I was pondering this subject, and i have not really found any useful info on this.

I know some quirks add more internal, and others add armor, and adding armor to what i know the value is is easy, but internal is evading my grasp.

also, once armor is gone you get a higher chance of crit right? but does that just mean weapon destroyed, or a chance for bonus damage?

#3451 Reno Blade

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Posted 10 March 2015 - 02:39 PM

Internals are half of what your max armor is in that section.
internals are inside, so there is no front or back.
if you have an Atlas with 104 armor in front CT and 20 in the ct rear, your internals are still 62 for the center torso no matter which side gets penetrated first.

Smurfy shows internal hp like this "Center (62)"
http://mwo.smurfy-ne...966ed521342ed99

Also, crit can only happen if armor is breached.
If you have 19 armor left and a AC20 hits you, you will have a chance to get crit.
LBX, Flamer and MGs have higher crit chances.

See here:
http://mwomercs.com/...ost__p__3864181

or here:
http://mwomercs.com/...-a-brief-guide/
Posted Image

Edited by Reno Blade, 10 March 2015 - 02:42 PM.


#3452 Koniving

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Posted 10 March 2015 - 03:08 PM

View PostJC Daxion, on 10 March 2015 - 02:33 PM, said:

2) Internal structure stats.

. I know what armor is, But how do i know how many internal structure hit points does a mech has? Is it standard by weight class? Is it by mech? does it go of how much armor you have placed? Does back internal structure, have less than front? I was pondering this subject, and i have not really found any useful info on this.

1) also, once armor is gone you get a higher chance of crit right? but does that just mean weapon destroyed, or a chance for bonus damage?

1) In MWO, there are no crits until armor is gone. You then have the stuff up above. There are no through armor crits in MWO.

2) Smurfy temporarily had these listed, but the way quirks change it will change the internal structure of mechs (and total armor worth) and there isn't a good way to have that all autoloaded with Smurfy's program.

You can use the current max values of armor per location divided by 2 to find your base structure stats.
Max Armor(section) / 2.
There's an exception to this, the structure of the cockpit is always 15.

Then add quirks.

Or to get total base structure take the armor maximum and / 2 (and add 6)



Hunchback 4G for example:
As you can see from the link below, the max possible armor is 338.
338 /2 = 169 structure +6 (the additional head structure) = 175 total structure in a Hunchback before quirks.
The quirk is: ADDITIONAL STRUCTURE (RT): 12.00
After quirks it's 175+12 = 187 total structure.

Or for individual sections:
Armor each number to the right of the / mark is the max for that section.
  • So to take the CT (64) / 2 = 32 structure
  • LT (48) / 2 = 24
  • RT (48) / 2 = 24 + 12 RT structure = 36 (note that quirked armor does NOT get put into the equation)
  • Arms (32) / 2 = 16 (*2 because 2 arms = 32 total between them)
  • Legs (48) / 2 = 24 (*2 because 2 legs, 24 for each)
  • Cockpit/Head (18) /2 + 6 = 15.
    • 32 + 24 + 36 + 32 + 48 +15 = 187 structure. Everything is accounted for.

So while the CT is usually the strongest body part a mech has, we've just learned that the strongest body part on the Hunchback 4G is the right torso.

See what else you can learn. Good luck!
(Also a quick tip: All mechs of X tonnage are identical in structure, save for when quirks change it; this will make it easier).

Edited by Koniving, 10 March 2015 - 03:11 PM.


#3453 Tim East

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Posted 10 March 2015 - 05:03 PM

View PostKoniving, on 10 March 2015 - 03:08 PM, said:

(note that quirked armor does NOT get put into the equation)

This was literally the first question to enter my mind when I saw you guys start talking about the relation between armor and structure.

#3454 Goopy Greg

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Posted 10 March 2015 - 05:20 PM

I'm looking to buy my first non-trial mech, and I've been hearing good things about the Orion-K. Should I go for it, or save my C-Bills and get something else like a Stormcrow or Thunderbolt or even Atlas?

#3455 TercieI

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Posted 10 March 2015 - 05:59 PM

View PostGoopy Greg, on 10 March 2015 - 05:20 PM, said:

I'm looking to buy my first non-trial mech, and I've been hearing good things about the Orion-K. Should I go for it, or save my C-Bills and get something else like a Stormcrow or Thunderbolt or even Atlas?


Orions are generally considered pretty "meh." Of the ones you list, SCR is probably your best bet for a first mech. It's both terrific and versatile.

#3456 TheCaptainJZ

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Posted 10 March 2015 - 07:56 PM

I have elited the Orions and yes, they are "meh." A shame because I really liked the hardpoint configurations.

#3457 Calebos

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Posted 11 March 2015 - 12:45 AM

View PostIothil, on 10 March 2015 - 06:43 AM, said:


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)


Thanks for response. I already got some information about Cry Engine and to be honest it is not really good solution for any type of mmo game. My problem is not the heat itself, but just the sound of fans spinning like rotor of AH 64 Apache helicopter. :D Temperatures are acceptable, gpu: around 65 C and cpu: around 55 C. I tried to tweak and play with user.cfg but without any result(it looks I set some invalid syntax). So, in case of nvidia settings there is possible to bottleneck some Cry "features" to keep the hw on its "normal" temperatures?
PS: several people(thanks all of them for that!) gave me hints about buying new cpu fan but I still don't know if the problem with loud fan is exactly there(I know default Intel fans are piece of crap but still temperatures I put above are not so horrible ...)

#3458 Rogue Jedi

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Posted 11 March 2015 - 02:13 AM

View PostScout Derek, on 10 March 2015 - 10:56 AM, said:

Executioner question.

Laser Boat?

Or....

Wubs?

Or....

Dual Ultras?

unfortunately the Executioner will not be out until June.

look carefully at the hardpoints and you can figure out what would fit but for the moment it is hard to guess what will work well, however Clan Ultra Autocannons are not usualy concidered to be especialy good.

Based on the published hardpoints and omnipods it will be possible to fit 12 lasers, and is my maths are correct you have 27 tonnes of pod space with stock armor, meaninig dual UAC20/LBX20. or gauss should be possible with 5 tonnes of ammo

#3459 xxSilverWolfxx

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Posted 11 March 2015 - 08:01 AM

Anyone can suggest me a good fun jumpy medium ? Energy based is even better (I'm playing with high ping)
I'm looking at VND-1R but... not sure if it's good now

#3460 Rogue Jedi

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Posted 11 March 2015 - 08:22 AM

Griffin soulds like a good fit, the 3 cbill varients can all go 100+, can all mount Jumpjets, and have a mix of Lasers/Missiles.
it works well with ether a standard or XL engine, the varients are as follows:
the S has 4 Energy and 2Missiles
the N has 3 and 3
the M has 2 energy and 4 Missiles
Sparky, Hero Mech (costs real money) 6 E

the Griffins have an excelent torso twist range

the Shadow Hawks all have Jumpjets, with a mix off Laser Missile and Balistic hardpoints for each varient, I concider it less fun than the Griffin mainly due to its comparatavely small torso twist range.

the Nova (Black Hawk) has up-to 13 energy hardpoints, and fixed (cannot be removed) jumpjets, it is a Clan Omnimech where as the other suggestions are IS, however I did not realy enjoy playing it, the only other Medium with several variants capable of mounting both Lasers and Jumpjets is the Trebuchet however I have never played it so cannot give you mugh advice on it.

honourable Mecntions, the Quickdraw, a 60 ton heavy, it has energy and jumpjets, again I have not tried it but it is only 5 tones off being a Medium

the Firestarter, up-to 8 Lasers (minimum of 4 energy hardpoints) with Jumpjets, and again 5 tones off being in the Medium weight class.





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