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Short Question, Short Answer


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#3561 Redshift2k5

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Posted 22 March 2015 - 12:20 PM

View PostRichgar, on 21 March 2015 - 04:52 PM, said:

So I bought a gargoyle for 15mil c-bills. Am I able to get a refund for it by contacting support, and how do I do so?


I've never seen someone successfully get a refund on a C-bill item (Or XP and GXP). Support is generous with MC purchases and you typically get one MC refund with no fuss, or if a game error causes you to lose MC .

#3562 ExoForce

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Posted 22 March 2015 - 12:58 PM

What is the minimum distance to fire an air strike to the ground infront of my feet, and not to take damage myself?

#3563 SethAbercromby

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Posted 22 March 2015 - 01:05 PM

View PostExoForce, on 22 March 2015 - 12:58 PM, said:

What is the minimum distance to fire an air strike to the ground infront of my feet, and not to take damage myself?

That depends on wether you have the improved/priority strike and varies with the two differnent strike types.

Artillery strikes hit in a circular pattern around the target, whereas air strikes hit in a liniar line away from the point of origin (the direction is determed as the direction you faced as you launched it). Air strikes will rarely hit you if you stay a few meters distance behind it, but Atrillery strkes might end up dropping on you if you're too close. Improved and priority strikes hit in a tighter cluster, so accidentally hitting yourself becomes less likely with those. I'd reccoemnd to keep at least 30-40 meters distance to the point of origin for either though, just to stay on the safe side.

Edited by SethAbercromby, 22 March 2015 - 01:06 PM.


#3564 Tylerchu

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Posted 22 March 2015 - 03:58 PM

A while ago, I heard that PGI was no longer going to do public tests because people were mostly concerned with seeing new material as opposed to giving feedback on the new content. Is this true?

#3565 ExoForce

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Posted 22 March 2015 - 04:00 PM

Thanks for the reply SethA. I use improved air strike. Sometimes I use it in close range narrow corners against multiple enemies, or when I know they are right behind the wall that I am hugging.I fire it few meters ahead and step back.
My guess is around 15m to be on the safe side.
Wild guess, since algorithm uses cone shape for the arty, then air strike (rectangular area) calculation is most probably based on rectangular pyramid with one edge perpendicular to the base (point of drop), and does not use arc. Looks like single shell explosion has some radius because sometimes I receive minor damage if I stand still... Why I complicate this? Air strike CAN damage mechs that stays under solid cover (e.g. HPG) and sometimes few meters can decide on match outcome.

Edited by ExoForce, 22 March 2015 - 04:01 PM.


#3566 TheCaptainJZ

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Posted 22 March 2015 - 07:56 PM

View PostExoForce, on 22 March 2015 - 12:58 PM, said:

What is the minimum distance to fire an air strike to the ground infront of my feet, and not to take damage myself?

http://mwomercs.com/...-drawing-board/

Scroll down to where the artillery strike is. The radius is 50 meters.

#3567 ExoForce

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Posted 22 March 2015 - 11:07 PM

Thanks, this link is what I was looking for:
  • Each explosive bomb has a damage fall off of 10 meters from its impact point and damage falls to 0 at the outer edge of this radius.


#3568 cleghorn6

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Posted 22 March 2015 - 11:46 PM

View PostTylerchu, on 22 March 2015 - 03:58 PM, said:

A while ago, I heard that PGI was no longer going to do public tests because people were mostly concerned with seeing new material as opposed to giving feedback on the new content. Is this true?


They have certainly not scheduled anything on the Public Test Server in a while. The stated reason is that not enough people logged in to make a valid test, even when it was incentivised. And of the people who DID go to the trouble of logging in to the public tests, even fewer actually logged bugs.

My understanding is that they do have a group of people who testing for them (outside of their internal QA) for balance, map flow etc, the guys at NGNG are obvious candidates as are some of the highly involved competitive teams.

#3569 MechWarrior3671771

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Posted 24 March 2015 - 06:22 PM

Heat sink placement. Is there really no difference in heat generation by placing heat sinks in torsos VS the engine slots?

The numbers don't change but I'm paranoid about it...

#3570 xxSilverWolfxx

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Posted 24 March 2015 - 06:39 PM

View PostFenrisulvyn, on 24 March 2015 - 06:22 PM, said:

Heat sink placement. Is there really no difference in heat generation by placing heat sinks in torsos VS the engine slots?

The numbers don't change but I'm paranoid about it...



The only thing I know so far is if you put your HS into your legs, it will be more efficient when you are standing in the water

#3571 TercieI

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Posted 24 March 2015 - 06:40 PM

View PostFenrisulvyn, on 24 March 2015 - 06:22 PM, said:

Heat sink placement. Is there really no difference in heat generation by placing heat sinks in torsos VS the engine slots?

The numbers don't change but I'm paranoid about it...


The first ten in the engine do 2.0. All others do 1.4.

#3572 Tylerchu

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Posted 24 March 2015 - 06:45 PM

View PostxxSilverWolfxx, on 24 March 2015 - 06:39 PM, said:



The only thing I know so far is if you put your HS into your legs, it will be more efficient when you are standing in the water

In deep enough water.

#3573 TheCaptainJZ

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Posted 24 March 2015 - 07:49 PM

View PostFenrisulvyn, on 24 March 2015 - 06:22 PM, said:

Heat sink placement. Is there really no difference in heat generation by placing heat sinks in torsos VS the engine slots?

The numbers don't change but I'm paranoid about it...

It would affect crit rolls so if you have other stuff in the torsos, it would help cushion it against crits. Heat efficiency is identical no matter where you put them (aside from the aformentioned water thing--actually that affects any heat sinks that are submerged or partially submerged under water, legs or torsos, depending on how submerged that section is).

#3574 xxSilverWolfxx

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Posted 26 March 2015 - 11:07 AM

Just wanna ask how good artemis is for 2x SRM6 ? especially for the HBK-4SP :)

#3575 Banditman

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Posted 26 March 2015 - 11:08 AM

Worth the weight.

#3576 SethAbercromby

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Posted 26 March 2015 - 11:11 AM

Artemis is useful with SRM6s, or rather SRM6s draw the biggest benefit from Artemis. I've you're comfortable with the tonnage investment, you can draw a decent improvement in performance from your missiles.

#3577 TercieI

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Posted 26 March 2015 - 11:46 AM

View PostxxSilverWolfxx, on 26 March 2015 - 11:07 AM, said:

Just wanna ask how good artemis is for 2x SRM6 ? especially for the HBK-4SP :)


Essential for 6s, useful on 4s. 6s without it scatter horribly, especially when they start in two different places on the HBK-4SP. If you can't afford Artemis on 6s, you're better with 4s or A4s.

#3578 jss78

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Posted 27 March 2015 - 04:38 AM

How are the PUG team compositions determined these days? (I tried to Google this up, but what I found suggested that the system has changed, so it's a little tricky to know when you've run across the most recent information.)

Is it a simple 3/3/3/3 mix of light/medium/heavy/assault, or is there some additional attempt to precisely match tonnage?

Is this system different in e.g. CW?

I guess what I'm wondering about here is the viability of some mechs at the light end of a given weight class.

Case in point, I've been eyeing the Vindicator with some interest: it looks really cool. However, the more I look at the VND the more it looks like bad excuse to not bring a Shadow Hawk instead: a mech with a basically similar profile (jumpy humanoid medium, well distributed hardpoints), but which can pack heavier armour and/or guns.

So if there's no inherent benefit in sparing my team that 10 tons, I wonder if I'd better stick with the Shadow Hawk.

Edited by jss78, 27 March 2015 - 04:38 AM.


#3579 TercieI

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Posted 27 March 2015 - 04:40 AM

Public matches start with an ideal 3x4, but loosen that as time goes on and weight Elo too. The exact details aren't clear, but it seems like in the eyes of the matchmaker, a medium is a medium. So if you bring a VND, you may be granting the other team a SCR. (I still drive everything).

#3580 Banditman

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Posted 27 March 2015 - 04:43 AM

ELO. The idea behind it is that the matchmaker TRIES to weigh the skill level of all the players involved and balance it. Sometimes it's successful, sometimes not so much.

It tries to do 3/3/3/3, but again, that can also be tweaked by the matchmaker in order to create matches in less time.

In CW, there is no attempt at matchmaking whatsoever. It's hardcore mode.

The Vindicator may be the worst mech in the game right now. Sorry.

The thing about CW is that you have a total limit on weight, not weight class. It's usually 240 tons, but occasionally 250 tons (I won't bore you with the details here). You must bring four mechs, and they must weigh no more than 240 or 250 tons. So there is a lot of give and take there in building out your drop deck.





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