Short Question, Short Answer
#3741
Posted 26 April 2015 - 01:53 AM
I don t seem to be able to do anything in the Mech Details Chart
#3742
Posted 26 April 2015 - 05:55 AM
Mort Kell, on 26 April 2015 - 01:53 AM, said:
I don t seem to be able to do anything in the Mech Details Chart
The Detail screen is not for editing.
If you have a mech selected that you own, and you are in the "HOME" screen, you can click "configure" in the bottom left.
If you are in the "MECHBLAB" screen you can select any mech you own and then select "configure" also.
If you don't own a mech yet, you can NOT configure it (e.g. trial mechs).
Once you get into the actual configuration screen you need to choose "LOADOUT".
This might be usefull for you:
#3743
Posted 26 April 2015 - 07:13 AM
InspectorG, on 25 April 2015 - 09:10 AM, said:
On Clan mechs that boat ERML, is it worth it to drop 1 ERML and use an AP?
Reasoning: less heat before double basics and rewards from BAP/AP
Im power leveling my crows...damn. Im hot and kinda terrible with them. NOT OP in my hands.
For you the only thing cAP is really going to do is improve targeting times. With over 200 Stormcrow games experience I can say this is technically useful, but I would not recommend it for most players, especially not as you're still learning your way around them.
Once you are very comfortable with the mech, have a lot of money, if you want to experiment there are some fun things you can do. If you put a target info gathering module, cAP, and targeting computer on you will have full target info within ~1.5 seconds of pressing R.
#3744
Posted 26 April 2015 - 12:58 PM
Dropping a ERML and installing a probe to cut heat concerns until double basics and speed things alone with any XP bonus from BAP/AP
#3745
Posted 26 April 2015 - 02:15 PM
#3746
Posted 26 April 2015 - 08:40 PM
InspectorG, on 26 April 2015 - 12:58 PM, said:
Dropping a ERML and installing a probe to cut heat concerns until double basics and speed things alone with any XP bonus from BAP/AP
Yeah, that works fine. As I mentioned earlier, having Heat around 1.4 is a good spot for many energy heavy builds. And you can group up weapons in separate groups to manage heat.
For example, arms in one and torso in another, depending on what you swap out for a Probe.
I can try to be more specific with a build example too.
#3747
Posted 28 April 2015 - 01:54 PM
InspectorG, on 25 April 2015 - 09:10 AM, said:
On Clan mechs that boat ERML, is it worth it to drop 1 ERML and use an AP?
Reasoning: less heat before double basics and rewards from BAP/AP
Im power leveling my crows...damn. Im hot and kinda terrible with them. NOT OP in my hands.
It depends. I'll tell you to put AP in everything, but that's me. I love that it kills ECM, pulls info faster, extends sensor range, and is just all around awesome.
With that said however, there may be some better utility out of another heat sink if you're already having heat management issues.
So, I would personally go with CAP, because there are no mechs I put it on that it hasn't helped, and you mentioned wanting the neat little XP bonuses for ECM locking and stuff. Also, have you considered using UAV? It's really good for racking up spots, counters, and lock damage assists.
#3748
Posted 29 April 2015 - 11:47 AM
#3749
Posted 29 April 2015 - 11:50 AM
MoonfireSpam, on 29 April 2015 - 11:47 AM, said:
Different variants. Multiple instances of the same variant share XP. So if you've mastered one DRG-1N and buy another, it will be fully mastered immediately.
#3750
Posted 29 April 2015 - 07:23 PM
#3751
Posted 29 April 2015 - 07:46 PM
bad arcade kitty, on 29 April 2015 - 07:23 PM, said:
I've run this build: http://mwo.smurfy-ne...aa96e608045bd08
ERLL in the head, 4 SPL, 2 SSRM-4, 2 ASRM-6, 2 tons ammo for each. Requires the -A left arm, but I think that's available for C-bills now. It's not as effective tonnage-wise as one weapon type, but can be useful when playing in the pug queue. Despite what many IS players say, IMO, the SSRM-6 is a garbage weapon, with it's extraordinarily long reload time. In my IS lights and mediums I've been able to kill the StreakCrows. All you need is to take advantage of your speed and the local terrain. Streaks are useless unless on flat-terrain or at very close range, in my experience.
Edited by RedEagle86, 29 April 2015 - 07:48 PM.
#3752
Posted 29 April 2015 - 09:44 PM
Just asking that since just wondering how private matching works generally with teamkilling (could people set a Solaris type thing with 24 people and just tk each other since it doesn't take off your c-bills etc?)
#3753
Posted 29 April 2015 - 10:10 PM
#3754
Posted 29 April 2015 - 10:32 PM
bad arcade kitty, on 29 April 2015 - 07:23 PM, said:
I run a Ryoken (Stormcrow) on my Clan alt with cSSRM6s in the arms and cSRM6s in the torsos. It gives you very strong punch, the ability to scare the crap out of lights, and the ability to target specific components with more than half of your payload.
It seems to work pretty well. Be sure to include a cAP in any cSSRM build (or cLRM build for that matter).
I also threw a cERML on the head as a bit of ranged poke and backup for when the ammo is dry, but that's a matter of taste.
luxebo, on 29 April 2015 - 09:44 PM, said:
Just asking that since just wondering how private matching works generally with teamkilling (could people set a Solaris type thing with 24 people and just tk each other since it doesn't take off your c-bills etc?)
As far as I know, private matches do not impact stats in any way. There are no rewards for them, and it'd be easy to gimmick your stats if they were tracked.
#3755
Posted 29 April 2015 - 10:32 PM
#3756
Posted 30 April 2015 - 03:27 AM
TeteSP, on 29 April 2015 - 10:10 PM, said:
you cannot join a unit while under contract, so your options are to wait for your contract to expire or pay to break the contract early.
the cost of breaking a contract depends on how long you have left on a contract, I have heard that it costs 1.5 milion to break a perminant contract but having not done it my self or seen official confirmation from PGI, I cannot be certain that is accurate.
also if you break a contract there is at current a 3 day cool down period before you can take another (e.g. by joining a unit)
#3757
Posted 02 May 2015 - 11:02 PM
Rogue Jedi, on 30 April 2015 - 03:27 AM, said:
the cost of breaking a contract depends on how long you have left on a contract, I have heard that it costs 1.5 milion to break a perminant contract but having not done it my self or seen official confirmation from PGI, I cannot be certain that is accurate.
also if you break a contract there is at current a 3 day cool down period before you can take another (e.g. by joining a unit)
Thanks,ive waited to the end of contract.
#3758
Posted 03 May 2015 - 10:49 PM
ty, i see, so it makes no sense to buy it then
Edited by bad arcade kitty, 04 May 2015 - 03:40 AM.
#3759
Posted 03 May 2015 - 11:39 PM
as a unlock costs so much more than a 1 shot I would recommend the 1 shot unless you plan on keep changing the cammo pattern on a Mech
#3760
Posted 04 May 2015 - 08:39 AM
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