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#461 Redshift2k5

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Posted 04 December 2013 - 11:53 PM

View PostDigiMatt, on 04 December 2013 - 06:17 PM, said:

Who should I be attacking and where should I be hitting them? If I have a specific type of mech, am I better off/worse off attacking a certain mech?

FYI, I am only just beginning and am...in trial mechs. And, for that matter, are there Trial-mech-only-battles?


I think the best advice is to shoot who your allies are already shooting, and to shoot them where they are already damaged. A bit of a 'cop out' answer but technicaly true!

The actual explanation fo where to shoot targets and why is delving into what makes MWO deeper than an ordinary shooter- You have to recognize the mech, recognize it's loadout, decide whether it has a standard or XL engine, see if it has weak leg armor vs strong leg armor, as well as having the ability to hit a specific area of your target after deciding where to shoot it. And you need to figure that out before the mech (or it's red team allies) kill you or escape. A lot of that comes with practice, and the rest comes from knowledge. Keep practicing, keep asking questions, and good luck!

#462 scJazz

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Posted 05 December 2013 - 06:53 AM

View PostRedshift2k5, on 04 December 2013 - 11:53 PM, said:


I think the best advice is to shoot who your allies are already shooting, and to shoot them where they are already damaged. A bit of a 'cop out' answer but technicaly true!

The actual explanation fo where to shoot targets and why is delving into what makes MWO deeper than an ordinary shooter- You have to recognize the mech, recognize it's loadout, decide whether it has a standard or XL engine, see if it has weak leg armor vs strong leg armor, as well as having the ability to hit a specific area of your target after deciding where to shoot it. And you need to figure that out before the mech (or it's red team allies) kill you or escape. A lot of that comes with practice, and the rest comes from knowledge. Keep practicing, keep asking questions, and good luck!

Perfect example in my last match... 2 Jagermech kills.

One of them a Dual AC20 Jagermech, what we call a BoomJager, to fit those guns you have to use an XL Engine. Shot him once as I acquired him in his Left Torso, he returned fire and missed, shot him a 2nd time Left Torso, he returned fire and hit me in the leg because I was jumping, landed, and took my 3rd shot Left Torso. Dead. The 2nd Jagermech was a JM6-A configured as LRM Support. He had been firing from the same spot for awhile, very stupid, and I had finally worked my way around to his back. I didn't shoot him in the back even though I could have. I shot him in the Right Leg the last place ammo is used. Bang... leg armor stripped, bang... FWUMP Ammo crit, have a nice day.

#463 Redshift2k5

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Posted 05 December 2013 - 08:40 AM

View PostscJazz, on 05 December 2013 - 06:53 AM, said:

Perfect example in my last match... 2 Jagermech kills.

One of them a Dual AC20 Jagermech, what we call a BoomJager, to fit those guns you have to use an XL Engine.


You can technically build a boomjager in a standard(same build as the standard engine double ac-20 K2 which people have been building for over a year and a half!). Rare, less ammo/armor/etc, but it happens. One of these days one of those side torsos will not blow an xl and the Jager will cap you with his intact second AC20

#464 Itsalrightwithme

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Posted 05 December 2013 - 08:48 AM

View PostRedshift2k5, on 05 December 2013 - 08:40 AM, said:


You can technically build a boomjager in a standard(same build as the standard engine double ac-20 K2 which people have been building for over a year and a half!). Rare, less ammo/armor/etc, but it happens. One of these days one of those side torsos will not blow an xl and the Jager will cap you with his intact second AC20


The STD Boomjag is actually common in pug games now. Being slow and coming late to the brawl has its advantages, they show up fresh, and find wounded mechs to finish them off.

#465 SaltBeef

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Posted 05 December 2013 - 11:22 PM

This is probably a really stoooopid ? But only stupid if i don't ask it. Is there a permanant arm unlock setting or do I have to trot around the battle field with my pinky finger holding the arm release key down the whole time ?

#466 Mahws

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Posted 05 December 2013 - 11:33 PM

Yep, check in options, bottom left corner. Right beside the 'start in third person' and 'throttle decay' check boxes.

#467 SaltBeef

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Posted 05 December 2013 - 11:50 PM

Thanks for the quick reply! :)

#468 Koniving

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Posted 06 December 2013 - 07:18 AM

View PostRedshift2k5, on 05 December 2013 - 08:40 AM, said:

You can technically build a boomjager in a standard(same build as the standard engine double ac-20 K2 which people have been building for over a year and a half!). Rare, less ammo/armor/etc, but it happens. One of these days one of those side torsos will not blow an xl and the Jager will cap you with his intact second AC20


Akin to what Redshift said here and among the videos I lost, was fighting a boom jager with my new victor build. After going through two kills, I wound up being forced to go solo against a boom jager Firebrand. It was fast, so I assumed it had an XL engine. I went for the side torso. My streaks kept hitting it for me. My LB-10 and AC/5 combo made good work of it. By the time I blew off his shoulder (and his leg simultaneously), I had no armor left anywhere on my body and lost my cannon arm. I was ecstatic until I realized he wasn't falling over. I couldn't twist fast enough, I took an AC/20 to my chest and died.

The Boom Jager meta is to run an XL engine for the speed, but other things can be traded as opposed to that hefty risk to survival. Were he built to the meta, he'd have been dead. Since he thought outside of the box, I died instead, overconfident in how easy he should have been to kill with that rig.

Moral of the story: It's good to think outside of the box. Take advice for surface value, and remember there is an ulterior motive for competitive players; weaken competition and keep that competition away from unpredictable tactics and ideas (as it makes those otherwise potential threats easier to deal with in combat). Think about it, if most of the game is using identical builds, you only have to remember how to kill a few. But if builds are diverse and completely unpredictable then even as a "top tier competitive" player you'd have to do this thing called thinking.. which in turn since that organ isn't used too often winds up changing them from looking awesome to looking dead.

A little but true tale.
Spoiler


#469 scJazz

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Posted 06 December 2013 - 04:20 PM

View PostKoniving, on 06 December 2013 - 07:18 AM, said:

Think about it, if most of the game is using identical builds, you only have to remember how to kill a few. But if builds are diverse and completely unpredictable then even as a "top tier competitive" player you'd have to do this thing called thinking.. which in turn since that organ isn't used too often winds up changing them from looking awesome to looking dead.


I do so <3 playing in Mid-ELO

View PostscJazz, on 05 December 2013 - 06:53 AM, said:

Perfect example in my last match... 2 Jagermech kills.

One of them a Dual AC20 Jagermech, what we call a BoomJager, to fit those guns you have to use an XL Engine. Shot him once as I acquired him in his Left Torso, he returned fire and missed, shot him a 2nd time Left Torso, he returned fire and hit me in the leg because I was jumping, landed, and took my 3rd shot Left Torso. Dead. The 2nd Jagermech was a JM6-A configured as LRM Support. He had been firing from the same spot for awhile, very stupid, and I had finally worked my way around to his back. I didn't shoot him in the back even though I could have. I shot him in the Right Leg the last place ammo is used. Bang... leg armor stripped, bang... FWUMP Ammo crit, have a nice day.


I'm quoting myself for some clarity :D

It was like I was some tactical genius attacking that BoomJager. I came around a blind corner and there he was at 175m. :lol: My first shot landed before I had the Scan on his Mech. The only thing I did right was to read the scan and pray that he was running XL. :lol:

That second Jager was just pure genius on my part though :blink:

#470 Da Great Green Prophet

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Posted 06 December 2013 - 07:27 PM

Q: I'm getting tired of my Dragon, and i want to get a new heavy mech.
I'm having a really hard time deciding between the CPLT-C4 or the ON1-VA. Can i get some insight on this; i have enough for the cat, but i'm a few hundred thousand off of the orion.

#471 Koniving

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Posted 06 December 2013 - 08:43 PM

View PostNull Star, on 06 December 2013 - 07:27 PM, said:

Q: I'm getting tired of my Dragon, and i want to get a new heavy mech.
I'm having a really hard time deciding between the CPLT-C4 or the ON1-VA. Can i get some insight on this; i have enough for the cat, but i'm a few hundred thousand off of the orion.


I've got both. Despite how much I like Catapults, I have to say go with the Orion.
Catapult needs an XL engine. Orion doesn't.
Catapult has a giant head. Orion doesn't.
Catapult hasn't got much direct fire. Orion does.

Of the Catapults, the C4 is a rather dedicated Catapult. Most won't appreciate it.

#472 Kaosity

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Posted 06 December 2013 - 08:47 PM

Heat generation and dissipation question.

Amongst its weapons this mech has 6 ML set up as 2 groups of 3... left side/right side. I went to the testing grounds to do some heat testing. Firing either group of 3 ML peaked heat at an additional 20%, yet when I fired both simultaneously heat was raised 44%, not 40% as expected. Supposedly there is no phantom heat for 6 ML.

Anyone have any thoughts on this situation?

#473 TheCaptainJZ

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Posted 06 December 2013 - 08:58 PM

Apparently, there is some murkiness to normal heat calculations. Koniving can fill you in.

#474 Alaskan Nobody

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Posted 06 December 2013 - 09:01 PM

View PostWhenReaperComes, on 06 December 2013 - 08:47 PM, said:

Anyone have any thoughts on this situation?


Map?
Some maps are hotter than others (IE Tourmaline or Terra Therma)
If you tested on a different map than you played, you would get different results.

Also: if you have the pilot skills unlocked: they do nothing in the Testing Grounds, limiting it's use for testing.

#475 Kaosity

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Posted 06 December 2013 - 10:12 PM

Hmmm..... Same on other maps. Basically firing all 6 increases percentage of heat by an additional 10%. Also skills, active or not, should not affect the heat of 3+3 vs. 6 unless phantom heat is involved. BTW: mech is mastered so skills play a part in game, but the additional 10% is there. Different maps give slightly different base percentages of heat build up, but that 10% increase remains when all 6 are fired. :D

#476 Alaskan Nobody

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Posted 06 December 2013 - 10:18 PM

View PostWhenReaperComes, on 06 December 2013 - 10:12 PM, said:

that 10% increase remains when all 6 are fired. :D


I would report that to PGI then.
(you probably know this, but that means sending an error report, through the support button)

#477 Koniving

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Posted 06 December 2013 - 10:37 PM

View PostWhenReaperComes, on 06 December 2013 - 08:47 PM, said:

Heat generation and dissipation question.

Amongst its weapons this mech has 6 ML set up as 2 groups of 3... left side/right side. I went to the testing grounds to do some heat testing. Firing either group of 3 ML peaked heat at an additional 20%, yet when I fired both simultaneously heat was raised 44%, not 40% as expected. Supposedly there is no phantom heat for 6 ML.

Anyone have any thoughts on this situation?


5 factors. 1) map heat. 2) residual heat or heat retention [certain laser weapons retain heat if not allowed to cool longer than it takes to fire again]. 3) Heatsinks? Big difference if you change them. 4) Pilot skill unlock differences (on testing grounds, it is removed. On a normal game, they are applied). 5) Accidental triggering of ghost heat. Very unlikely given medium lasers but this can throw off testing.

Here, this will help you.
http://keikun17.gith...heat_simulator/
It's very important to choose the engine, as you will notice even with 10 DHS, there's a big difference between a 200 engine and 250 engine.

This is also why I don't do medium lasers. The issue has been known for some time (see reason number 2). Compared to small pulse lasers which never have this occurrence (was part of the original 9 ML Hunchback nerf). If you fire 3 + 3 ML, wait 4 seconds AFTER they are ready to fire again (so 8 seconds after pulling the trigger). Then fire 6 ML. Your extra "10%" heat won't be there anymore.

I personally can't wait that long, so I prefer SPLs.

#478 KursedVixen

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Posted 07 December 2013 - 02:58 AM

is the damage on missle weapons and such per shot/missle? so to say an srm6 first 6 missles at 2 damage each which equals 12 damage if each missle hits is that how it works?

#479 Redshift2k5

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Posted 07 December 2013 - 04:10 AM

View PostKursedVixen, on 07 December 2013 - 02:58 AM, said:

is the damage on missle weapons and such per shot/missle? so to say an srm6 first 6 missles at 2 damage each which equals 12 damage if each missle hits is that how it works?


An SRM is 2 damage per missile. An SRM6 is 12 total.

An LRM is 1.1 damage per missile. An LRM10 is 11 total.

#480 TercieI

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Posted 07 December 2013 - 05:03 AM

View PostRedshift2k5, on 07 December 2013 - 04:10 AM, said:


An SRM is 2 damage per missile. An SRM6 is 12 total.

An LRM is 1.1 damage per missile. An LRM10 is 11 total.


And an SSRM is 2.5. An SSRM2 does 5 total. And they register. They're a little too awesome right now.

Edited by Terciel1976, 07 December 2013 - 05:04 AM.






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