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#3661 RedEagle86

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Posted 13 April 2015 - 02:57 PM

View PostTylerchu, on 13 April 2015 - 07:08 AM, said:

.5 tons of AMS ammo spread over what I assume to be 3 AMS isn't going to be nearly enough. You'll need at least three tons of AMS ammo. Drop the probe and small laser so you'll have an extra 1.5 tons for 2 tons ammo total which may minimally pass if all you're doing is sniper-support.


What I used to do with my Kit Fox was this: 3x AMS (4 tons ammo), 2 JJ (S leg), ECM, MPL (close-in defence, mainly against lights, 2 ML (longer-range-poking), MK 1 TC. If you want, you can swap the 2 ML's for MPL's (and cut the 2 DHS out). With AMS overload, and AMS range, I've burned through 6000 rounds of AMS ammo in about a minute. But with 4 tons, that gives you AMS longevity.

http://mwo.smurfy-ne...98db56bb3140d3f

Edit: AMS overload

Edit 2: What I currently run: 2 ERLL's for long-range poking, 1 JJ for preventing hard landings, SPL for close-in (or high heat) defence, 2 AMS (2 tons ammo), ECM. Modules are ERLL range, AMS overload.

http://mwo.smurfy-ne...6c99a63340a9737

Edited by RedEagle86, 13 April 2015 - 03:03 PM.


#3662 bad arcade kitty

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Posted 13 April 2015 - 03:02 PM

View PostTylerchu, on 13 April 2015 - 07:08 AM, said:

.5 tons of AMS ammo spread over what I assume to be 3 AMS isn't going to be nearly enough. You'll need at least three tons of AMS ammo. Drop the probe and small laser so you'll have an extra 1.5 tons for 2 tons ammo total which may minimally pass if all you're doing is sniper-support.


1 ams, 0.5 tonnes of ams ammo
i ran it a few times, ran off ammo exactly 1 time

#3663 Tylerchu

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Posted 13 April 2015 - 03:38 PM

View Postbad arcade kitty, on 13 April 2015 - 03:02 PM, said:


1 ams, 0.5 tonnes of ams ammo
i ran it a few times, ran off ammo exactly 1 time

oh...one AMS...
If you're gonna Kit Fox, why not go the whole hog and do 3 AMS and ECM? But the Active Probe, it's really just a shutdown-detector for one ton.

#3664 bad arcade kitty

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Posted 13 April 2015 - 03:42 PM

bap/cap it's 25%+ sensor range
scouting&spotting are always needed while ams seems pretty situational, it is often not used at all

#3665 Banditman

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Posted 13 April 2015 - 05:24 PM

BAP / CAP shuts down one ECM in it's range. It's a bargain if breaking nearby ECM is in your best interests. For instance, any mech that boats locking missiles and doesn't carry an active probe is asking to be shut down by the first ECM mech it comes across.

#3666 Tylerchu

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Posted 13 April 2015 - 07:20 PM

View PostBanditman, on 13 April 2015 - 05:24 PM, said:

BAP / CAP shuts down one ECM in it's range. It's a bargain if breaking nearby ECM is in your best interests. For instance, any mech that boats locking missiles and doesn't carry an active probe is asking to be shut down by the first ECM mech it comes across.

But kitty's already holding an ECM. This negates the primary advantage of the BAP which is to counter an enemy ECM's disruption. The secondary benefits are the increase to the sensor range (and I assume locking range) which is useful if you're LRM-ing, but laser-sniping doesn't need locks; you just need to hit center mass. The tertiary benefit is the ability to detect shutdown mechs at close range (whatever "close" means). I have only found this useful twice, both times at the endgame when a little **** would run off into a corner and shutdown. Both times, my thermal vision found them first (it was on HPG and Bog) and my BAP just confirmed it wasn't a dead mech that didn't fall over.

#3667 TheCaptainJZ

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Posted 13 April 2015 - 08:06 PM

iirc, bap detects shutdown mechs within 120 m. Most times, you see this effect when an enemy has overheated and shutdown. It would enable streaks to continue firing, but any mech with streaks runs bap to counter ecm so it's just a plus. Not worth anything on its own.

#3668 bad arcade kitty

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Posted 13 April 2015 - 08:23 PM

View PostTheCaptainJZ, on 13 April 2015 - 08:06 PM, said:

Not worth anything on its own.


even without ecm countering part, +25% sensor range not anything on its own?

a +15%/+25% sensor range module costs 2 mln c-bills and 5000/7500 gxp, lol, and takes a module slot

with active probe you get the same +25% among other bonuses for 1 tonne, 1 mech slot and 0.4 mln c-bills
and it stacks with the aforementioned module

#3669 TheCaptainJZ

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Posted 13 April 2015 - 11:15 PM

View Postbad arcade kitty, on 13 April 2015 - 08:23 PM, said:


even without ecm countering part, +25% sensor range not anything on its own?

a +15%/+25% sensor range module costs 2 mln c-bills and 5000/7500 gxp, lol, and takes a module slot

with active probe you get the same +25% among other bonuses for 1 tonne, 1 mech slot and 0.4 mln c-bills
and it stacks with the aforementioned module

I was referring only to the part about detecting powered down mechs. That part alone is not worth equipping BAP.

#3670 Metafox

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Posted 14 April 2015 - 05:20 AM

Regarding AMS on the kitfox, it's my understanding that AMS increases the hitbox size of the precious ECM arm. If you have issues with losing your right arm, you might try leaving AMS off and see if that improves things.

#3671 cleghorn6

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Posted 14 April 2015 - 06:18 AM

View Postbad arcade kitty, on 13 April 2015 - 08:23 PM, said:


even without ecm countering part, +25% sensor range not anything on its own?

a +15%/+25% sensor range module costs 2 mln c-bills and 5000/7500 gxp, lol, and takes a module slot

with active probe you get the same +25% among other bonuses for 1 tonne, 1 mech slot and 0.4 mln c-bills
and it stacks with the aforementioned module


I have 2 or 3 of those modules and only mount them if I literally don't have anything else I can do. Extended sensor range is useful for popping red doritos up on people's mini-maps at the start of the match and more than likely, distracting them into doing something dumb. That's all.

#3672 Tylerchu

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Posted 15 April 2015 - 08:47 PM

What is the 50% armor strength quirk I see on the Locusts in Smurfy?
http://mwo.smurfy-ne...ght_innersphere
What does it do? Add armor or make armor tougher (how does one make armor tougher)?

#3673 Nothing Whatsoever

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Posted 15 April 2015 - 09:27 PM

View PostTylerchu, on 15 April 2015 - 08:47 PM, said:

What is the 50% armor strength quirk I see on the Locusts in Smurfy?
http://mwo.smurfy-ne...ght_innersphere
What does it do? Add armor or make armor tougher (how does one make armor tougher)?


I hope it adds armor, I'm not sure how to test it on my own and would need to look around more, if there has been any testing. Ideally, if you have 8 armor on the arm, then the quirk should add 4 points to that for a total of 12 armor.

The reason I'm not sure is that a similar quirk was taken off of another mech that had something similar, so that got me curious, because depending on how the game engine processes the math / coding there remains a possibility that instead of adding armor, the quirk might reduce armor instead.

For example 50% of 8 is 4 | 150% of 8 is 12
decimals wise, 0.5 x 8 = 4 | 1.5 x 8 = 12

or 8 + (50% of 8) = 12 | 8 + (0.5 x 8) = 12

So the key for me to be certain, is to know how the engine sees this quirk!

#3674 evdzver

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Posted 16 April 2015 - 01:30 AM

Why do I have to wait for current game to end ?
If I end/disconnect a match that we a going to lose, do I get credits for it?

#3675 BSK

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Posted 16 April 2015 - 01:39 AM

Sometimes UAVs appear on the minimap and become lockable when someone with an active probe stands below, but why can't I do the same with my TAG?

#3676 Banditman

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Posted 16 April 2015 - 04:12 AM

View Postevdzver, on 16 April 2015 - 01:30 AM, said:

Why do I have to wait for current game to end ?
If I end/disconnect a match that we a going to lose, do I get credits for it?

You do not have to wait. Any Cbills and XP you earned prior to leaving will still be awarded. Any Cbills and XP you might earn after you leave will not be awarded. For instance, if you die after shooting at a mech that is subsequently killed, you will get an assist credit if you are still there. There was another post about this topic in these forums. My opinion is that in most situations, when Cbills are your primary concern, it's more beneficial to leave a match under the majority of circumstances.

However!

If you simply disconnect from a match without making any attempt to help your team, that does violate the terms of service and you can be reported and banned for it. So, you need to make an effort, and if your honest effort ends up failing, yes, leaving the match is often your best bet when Cbills are your primary concern.

On the other hand, you can also use that time to spectate various teammates and learn. You can learn about their builds, about their movements and tactics. For a new player, this can be valuable. For a more experienced player, perhaps not so much.

#3677 Reno Blade

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Posted 16 April 2015 - 08:20 AM

View PostTylerchu, on 15 April 2015 - 08:47 PM, said:

What is the 50% armor strength quirk I see on the Locusts in Smurfy?
http://mwo.smurfy-ne...ght_innersphere
What does it do? Add armor or make armor tougher (how does one make armor tougher)?

View PostPraetor Knight, on 15 April 2015 - 09:27 PM, said:


I hope it adds armor, I'm not sure how to test it on my own and would need to look around more, if there has been any testing. Ideally, if you have 8 armor on the arm, then the quirk should add 4 points to that for a total of 12 armor.

The reason I'm not sure is that a similar quirk was taken off of another mech that had something similar, so that got me curious, because depending on how the game engine processes the math / coding there remains a possibility that instead of adding armor, the quirk might reduce armor instead.

For example 50% of 8 is 4 | 150% of 8 is 12
decimals wise, 0.5 x 8 = 4 | 1.5 x 8 = 12

or 8 + (50% of 8) = 12 | 8 + (0.5 x 8) = 12

So the key for me to be certain, is to know how the engine sees this quirk!


There are two kind of quirks for armor and structure.

One one side there are + Structure and + Armor quirks.
These are just flat additional points (e.g. Centurion left arm: 'ADDITIONAL ARMOR (LA): 16.00')
Note the 'additional' part.
Even if you have 0 armor on that section, the quirk will add 16 points.

Then there are the % quirks like on the Locust legs usually saying 'ARMOR STRENGTH (LA): 50.00 %'
Note the % at the end and the 'strength' instead of additional.
It will be a boost to your used armor in that location.
In the case of using 16 max armor of the Locust leg, you get additional 50% (wich is 50% of the used 16 points = 8 additional armor) for a total of 16 + 8 = 24 points.
If you only use 10 points of armor on the Locust leg, you will only get 50% of that = 5 extra points of armor for a total of 15.

Hope this helps :)

#3678 Rogue Jedi

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Posted 16 April 2015 - 12:39 PM

View PostBSK, on 16 April 2015 - 01:39 AM, said:

Sometimes UAVs appear on the minimap and become lockable when someone with an active probe stands below, but why can't I do the same with my TAG?

I do not know for certain but I suspect it has something to do with the BAPs ability to detect shutdown Mechs. I think the UAV is registering as a powered down Mech, so the only way to target it is to have an Active Probe (Begle or Clan), or for a Mech with a BAP (or cAP) to target it.

A TAG does not provide a lock on a powered down Mech.

#3679 bad arcade kitty

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Posted 16 April 2015 - 06:50 PM

it's impossible to make my artemis launchers non-artemis, right? they are forever spoiled with artemis?

#3680 Nothing Whatsoever

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Posted 16 April 2015 - 07:39 PM

View Postbad arcade kitty, on 16 April 2015 - 06:50 PM, said:

it's impossible to make my artemis launchers non-artemis, right? they are forever spoiled with artemis?


Artemis cannot be removed from Launchers since they are currently implemented as separate weapons. Ones with, and ones without.

You will have to remove the Artemis upgrade from the mech, and possibly buy a new set of non-Artemis Launchers (if you don't have any in your inventory) to run your build without Artemis.





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