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Short Question, Short Answer


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#4821 ignatius

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Posted 01 January 2016 - 07:36 AM

I'm playing Inner Sphere right now with my friends, I got the Marauder pack and have one that's setup with gauss and med pulse lasers, one with AC5's and lasers, and one with a few LRM and some lasers.

I was looking at possibly buying a bundle of mechs from the store, I'd really like it to have some more options for Faction Play. I'd like to get a missile boat and something with a ton of AC's on it as well. Is there any pack that would have 2 mechs with good quirks that also would work for faction play I should look at?

#4822 snow0815

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Posted 01 January 2016 - 10:12 AM

Another q regarding chassis bonus: how is it calculated for faction play? Does only the first drop mech count, or all used ones, or all 4?

#4823 Tesunie

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Posted 01 January 2016 - 10:19 AM

View Postsnow0815, on 01 January 2016 - 10:12 AM, said:

Another q regarding chassis bonus: how is it calculated for faction play? Does only the first drop mech count, or all used ones, or all 4?


Not overly sure here, but I'm sure it's all mechs that have dropped. It may be all 4 mechs though, as I'm not overly certain.
It certainty isn't only the first mech to drop. I know that much.

#4824 Rogue Jedi

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Posted 01 January 2016 - 11:40 AM

View Postignatius, on 01 January 2016 - 07:36 AM, said:

I'm playing Inner Sphere right now with my friends, I got the Marauder pack and have one that's setup with gauss and med pulse lasers, one with AC5's and lasers, and one with a few LRM and some lasers.

I was looking at possibly buying a bundle of mechs from the store, I'd really like it to have some more options for Faction Play. I'd like to get a missile boat and something with a ton of AC's on it as well. Is there any pack that would have 2 mechs with good quirks that also would work for faction play I should look at?

possibly look at the Jagermech Mastery bundle, that is one of the best Ballistic Mechs in the game, the bundle includes the JM6-A(C) with 4 missile hardpoints, as well as 2 each Energy and Balistic, the Firebrand with 2 B hardpoints and 6 E, and the JM6-C with 4B and 4E hardpoints.

other options are the King Crab (no bundle) or the Mauler from Resistance2, it has missiles, energy and ballistics (number of each hard-point vary depending on model) in a 90 ton Mech, you could get the full R2 bundle for $80 also including 3 each of the Wolfhound, Crab and Black Knight, most are pretty good but unfortunately all but the MAL are pure energy Mechs or you can get just the 3 Maulers a la carte for $35.

#4825 snow0815

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Posted 01 January 2016 - 05:06 PM

What's the benefit of a longer contract, do you get better rewards per mission?

#4826 Leone

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Posted 01 January 2016 - 05:19 PM

Yes. You get a bonus percentage on your loyalty points in Community Warfare. So, for grabbing the early ranks, sure, just get a one week contract with a faction, grab rank two get your free mechbay, an move on. Once done however, I find it more beneficial to take a monthly or permanent contract for more LP, and then just pay to break should I care to leave.

View Postsnow0815, on 01 January 2016 - 10:12 AM, said:

Another q regarding chassis bonus: how is it calculated for faction play? Does only the first drop mech count, or all used ones, or all 4?


Percentage wise. If I bring my TBR-C(C) it gets the extra XP bonus while the others are untouched, but if your bringing Cbill boosters, they each add a fourth of their 30% boost to the cbill total. I.e. bringing all four heroes adds 30% cbill boost, where as bringing just two is only 15%, and just one is an extra 7.5%

~Leone.

Edited by Leone, 01 January 2016 - 05:29 PM.


#4827 snow0815

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Posted 01 January 2016 - 05:22 PM

Any idea what kind of bonus monthly/perm give, and what breaking a contract costs?

#4828 Leone

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Posted 01 January 2016 - 05:33 PM

It should say in the selection screen what bonus it gives. CAn't recall off the top o my head, but I'm guessing Permanent contracts are 30% boost. As for cost, something like one million, 150 thousand C-bills to break a permanent contract. It's some fifty thousand a day for normal contracts if I recall.

Seriously though, if you haven't done CW yet, just take a one week contract an go faction hopping.

~Leone.

#4829 IraqiWalker

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Posted 01 January 2016 - 07:51 PM

View Postignatius, on 01 January 2016 - 07:36 AM, said:

I'm playing Inner Sphere right now with my friends, I got the Marauder pack and have one that's setup with gauss and med pulse lasers, one with AC5's and lasers, and one with a few LRM and some lasers.

I was looking at possibly buying a bundle of mechs from the store, I'd really like it to have some more options for Faction Play. I'd like to get a missile boat and something with a ton of AC's on it as well. Is there any pack that would have 2 mechs with good quirks that also would work for faction play I should look at?

I would recommend the Hunchbacks, Jagermechs, KingCrabs, and possibly the Maulers.

#4830 Rogue Jedi

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Posted 02 January 2016 - 01:43 AM

View PostIraqiWalker, on 01 January 2016 - 07:51 PM, said:

I would recommend the Hunchbacks, Jagermechs, KingCrabs, and possibly the Maulers.

the only reason I did not recommend the Hunchy for Ignatius is he said he wanted "a ton of AC's", no Hunchback can effectively mount more than 2, however it does have ballistic, missile and laser variants

#4831 Audacious Aubergine

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Posted 02 January 2016 - 04:43 AM

Does increased structure from quirks mean that that component can take more damage once armour is stripped?

#4832 Raubwurst

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Posted 02 January 2016 - 05:33 AM

Yes it does. Every component has own structure points, which are the healthpoints beneath the armor. (On your paperdoll [the thing where you see the damage on every location] the internal structures are the colorfilled area *).
Quirks on structure increase the amount of damage these components can get, before being destroyed.

*
Spoiler


#4833 GreyNovember

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Posted 02 January 2016 - 09:06 AM

Is there a setting somewhere, that forces Override Shutdown and Missile doors to be always On/Open?

I'm not keen on forgetting it every match.

#4834 Reno Blade

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Posted 02 January 2016 - 10:07 AM

View PostGreyNovember, on 02 January 2016 - 09:06 AM, said:

Is there a setting somewhere, that forces Override Shutdown and Missile doors to be always On/Open?

I'm not keen on forgetting it every match.

No, there is no setting for either of these.

Override is also very risky in most situations.
If you are unlucky, the first damage will go to your head and instantly kill you when overriding the shut down.
It's better to get used to the heat limits of your mechs and keep the heat low as much as possible.

The best time to use override is when you can make sure to be around 100-104% heat only, so you will be below the 100% damage limit in about 1-2 seconds with lower chance to take too much internal damage and can move out of danger.

btw: once the heat reaches a certain level (e.g. 50% and 75%) the heat will also (seem to) dissipate slower and weapons will rise the bar faster (% per shot).

#4835 Luminis

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Posted 02 January 2016 - 10:08 AM

Is there a way to reset the 'Mech stats on a player's profile?

The TBR-C(S) I run is sharing its stats with the TBR-C(C) trial 'Mech I piloted upon first starting out - its stats are therefore dragged down and aren't representative of the 'Mech's performance. Doesn't make sense for me to not run the C(S) due to the C-Bill bonus, but I'd like accurate stats Posted Image

Granted, the games played with the trial 'Mech or a sub-par build aren't that many, so they're going to get drowned out by the sheer amount of games in the "finished" C(S), but still.

Edited by Luminis, 02 January 2016 - 10:08 AM.


#4836 GreyNovember

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Posted 02 January 2016 - 10:22 AM

View PostReno Blade, on 02 January 2016 - 10:07 AM, said:

No, there is no setting for either of these.

Override is also very risky in most situations.
If you are unlucky, the first damage will go to your head and instantly kill you when overriding the shut down.
It's better to get used to the heat limits of your mechs and keep the heat low as much as possible.

The best time to use override is when you can make sure to be around 100-104% heat only, so you will be below the 100% damage limit in about 1-2 seconds with lower chance to take too much internal damage and can move out of danger.

btw: once the heat reaches a certain level (e.g. 50% and 75%) the heat will also (seem to) dissipate slower and weapons will rise the bar faster (% per shot).


Pity.

I'm normally. Okay. Riding a heat curve.

It's more of an issue when I jump from 6SL/6SPL Novas, AC40 KGCs, Laservomit TBRs, and Oxides.

Heat per volley isn't constant.

#4837 SnagaDance

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Posted 02 January 2016 - 10:27 AM

View PostLuminis, on 02 January 2016 - 10:08 AM, said:

Is there a way to reset the 'Mech stats on a player's profile?

The TBR-C(S) I run is sharing its stats with the TBR-C(C) trial 'Mech I piloted upon first starting out - its stats are therefore dragged down and aren't representative of the 'Mech's performance. Doesn't make sense for me to not run the C(S) due to the C-Bill bonus, but I'd like accurate stats Posted Image

Granted, the games played with the trial 'Mech or a sub-par build aren't that many, so they're going to get drowned out by the sheer amount of games in the "finished" C(S), but still.


Actually the game stats are horribly unreliable anyway. CW isn't taken into account and even if you've never played CW you will still have loads of inconsistencies.

#4838 IraqiWalker

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Posted 02 January 2016 - 08:20 PM

View PostRogue Jedi, on 02 January 2016 - 01:43 AM, said:

the only reason I did not recommend the Hunchy for Ignatius is he said he wanted "a ton of AC's", no Hunchback can effectively mount more than 2, however it does have ballistic, missile and laser variants


True, but the 4J is one of the best LRM mediums in the game, and the Grid Iron still slings Gauss like a boss

#4839 Tesunie

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Posted 02 January 2016 - 08:20 PM

View PostLuminis, on 02 January 2016 - 10:08 AM, said:

Is there a way to reset the 'Mech stats on a player's profile?

The TBR-C(S) I run is sharing its stats with the TBR-C(C) trial 'Mech I piloted upon first starting out - its stats are therefore dragged down and aren't representative of the 'Mech's performance. Doesn't make sense for me to not run the C(S) due to the C-Bill bonus, but I'd like accurate stats Posted Image

Granted, the games played with the trial 'Mech or a sub-par build aren't that many, so they're going to get drowned out by the sheer amount of games in the "finished" C(S), but still.


Mech stats can only be seen by you, so I wouldn't worry too much about it. If anything (if you do maths to occasionally gauge a mechs performance) log the "bad" numbers and subtract them from your equation.

Overall, don't worry about a mech's individual stat numbers.

#4840 cleghorn6

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Posted 03 January 2016 - 08:25 AM

View PostGreyNovember, on 02 January 2016 - 10:22 AM, said:

Pity.

I'm normally. Okay. Riding a heat curve.

It's more of an issue when I jump from 6SL/6SPL Novas, AC40 KGCs, Laservomit TBRs, and Oxides.

Heat per volley isn't constant.


Therein lies the true skill in heat management.





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