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#5041 DGTLDaemon

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Posted 18 January 2016 - 09:55 AM

View PostTesunie, on 18 January 2016 - 09:45 AM, said:

If that is the case, it could be your own mech you "left" there? Posted Image

I'm starting to suspect it was the case. I was initially under the impression that you can only try out "trial" mechs at the academy, so I probably cycled through a number of trial mechs and then suddenly saw what I thought to be a build very similar to my own, but I guess it was indeed my own mech Posted Image Very stupid mistake, caused by wrong assumptions about how the academy worked. Once again, my apologies to the community.

P.S. Another question, hopefully not so stupid this time. Am I correct to assume that new and "exclusive" mechs that can initially be bought only with MC/real money become available for purchase with C-Bills after a while? If so, how long does it usually take, from the initial introduction of the mech?

Edited by DGTLDaemon, 18 January 2016 - 09:57 AM.


#5042 Tesunie

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Posted 18 January 2016 - 09:58 AM

View PostDGTLDaemon, on 18 January 2016 - 09:55 AM, said:

I'm starting to suspect it was the case. I was initially under the impression that you can only try out "trial" mechs at the academy, so I probably cycled through a number of trial mechs and then suddenly saw what I thought to be a build very similar to my own, but I guess it was indeed my own mech Posted Image Very stupid mistake, caused by wrong assumptions about how the academy worked. Once again, my apologies to the community.


Yes, when you switch mechs, your original mech is left behind so you can jump back into it, but only for that Academy session. Your mech use to take the place of the mech you took over, but I see they have changed that. Now, your mech get's left at an empty bay to the left (when look at him from spawn) of Capt. Adams.

I can understand the confusion. You had a great question, so no wasted time here. Thanks for expanding my knowledge of MW:O just that little more! Posted Image

#5043 Rogue Jedi

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Posted 18 January 2016 - 10:10 AM

View PostDGTLDaemon, on 18 January 2016 - 09:55 AM, said:

. Am I correct to assume that new and "exclusive" mechs that can initially be bought only with MC/real money become available for purchase with C-Bills after a while? If so, how long does it usually take, from the initial introduction of the mech?

yes, the new Mechs do eventually become available for MC and cbills

MC release is usualy 1-4 months after initial release,
Cbill release is usualy a month after MC release,

the release dates are usualy in the packs FAQ,
http://mwomercs.com/...sked-questions/
however the Marauder, Warhammer, Rifleman and Archer do not yet have MC or Cbill release dates set.
the only other single Mech pack was the UrbanMech and that took I think 8 months and a reminder (PGI forgot it was not available for cbills) to get it released for Cbills

Edited by Rogue Jedi, 18 January 2016 - 10:14 AM.


#5044 caznsez

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Posted 18 January 2016 - 01:42 PM

Hi guys. i have downloaded and patched game. how do i start because all it shows me is the patch screen

#5045 Raubwurst

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Posted 18 January 2016 - 01:56 PM

Right lower side -> If there is still "patch" click on Patch. After the patch there should be a "start" button. Press start Posted Image

Edited by Raubwurst, 18 January 2016 - 01:57 PM.


#5046 IraqiWalker

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Posted 18 January 2016 - 05:51 PM

View PostRaubwurst, on 18 January 2016 - 01:56 PM, said:

Right lower side -> If there is still "patch" click on Patch. After the patch there should be a "start" button. Press start Posted Image

Should say Play

#5047 Baron Georg

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Posted 18 January 2016 - 08:06 PM

Apologies if this has been asked and answered before. My google fu is not strong for this. Advanced zoom module, can it be used on trial mecs or not? If not shouldn't that information be part of the description of the mod

#5048 IraqiWalker

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Posted 18 January 2016 - 08:55 PM

View PostBaron Georg SCA, on 18 January 2016 - 08:06 PM, said:

Apologies if this has been asked and answered before. My google fu is not strong for this. Advanced zoom module, can it be used on trial mecs or not? If not shouldn't that information be part of the description of the mod


The game tells you that you can't modify trial mechs at all. That means no modules on trial mechs.

#5049 Exard3k

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Posted 19 January 2016 - 10:55 AM

Hi Guys! Where can I see the stats of mechs that aren't visible in the store? Warhammer/Marauder Quirks and those IIC mechs.

#5050 Rogue Jedi

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Posted 19 January 2016 - 11:03 AM

View PostExard3k, on 19 January 2016 - 10:55 AM, said:

Hi Guys! Where can I see the stats of mechs that aren't visible in the store? Warhammer/Marauder Quirks and those IIC mechs.


http://mwo.smurfy-net.de/

Smurfy is a website with a lot of information available, it is taken direct from the game files so it will not at the time of posting have the Warhammer stats up but it is usualy updated within an hour of a patch.
there is also a Mechlab where you can test builds and find out exactly what something will cost.

Edited by Rogue Jedi, 19 January 2016 - 11:03 AM.


#5051 Exard3k

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Posted 20 January 2016 - 08:23 AM

I just bought the Cicada 2B and noticed it has one module slot more than my other mechs...(2 mech+2 weapon +1 master omni slot). Is this a bug or do several mechs have that kind of bonus?

#5052 Digital_Angel

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Posted 20 January 2016 - 08:29 AM

View PostExard3k, on 20 January 2016 - 08:23 AM, said:

I just bought the Cicada 2B and noticed it has one module slot more than my other mechs...(2 mech+2 weapon +1 master omni slot). Is this a bug or do several mechs have that kind of bonus?


Some mechs have more module slots than others. If you look at the mech in teh mech lab before buying it, you can see how many each has.

Every mech I have ever owned had 1-2 mech module slots, 2 weapon module slots, 2 consumable slots and then the Mech/Weapon slot for Master skill level.

#5053 Rogue Jedi

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Posted 20 January 2016 - 08:59 AM

View PostExard3k, on 20 January 2016 - 08:23 AM, said:

I just bought the Cicada 2B and noticed it has one module slot more than my other mechs...(2 mech+2 weapon +1 master omni slot). Is this a bug or do several mechs have that kind of bonus?

View PostLadyDanams, on 20 January 2016 - 08:29 AM, said:


Some mechs have more module slots than others. If you look at the mech in teh mech lab before buying it, you can see how many each has.

Every mech I have ever owned had 1-2 mech module slots, 2 weapon module slots, 2 consumable slots and then the Mech/Weapon slot for Master skill level.

it is based on how "powerful" the Mech is considered to be, the Locusts have 2 consumable, 3 weapon, 2 Mech while the Timber Wolf and Stormcrow only get 1 each Mech and Weapon (but still 2 consumable), of course the irony there is the Locust is the Mech most likely to just have the single weapon type.
most of the other Mechs get 1 Mech, 2 Consumable and 2 Weapon module slots, and all Mechs have the one unlockable Mech/Weapon Module slot

#5054 Dave Korhal

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Posted 20 January 2016 - 09:23 AM

What good is the Laser Duration -% quirk?

#5055 TercieI

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Posted 20 January 2016 - 09:29 AM

View PostDave Korhal, on 20 January 2016 - 09:23 AM, said:

What good is the Laser Duration -% quirk?


Lasers do their damage over their duration. By making that duration shorter, it's easier to do that damage to the same component. It also allows you to twist away sooner and mitigate incoming damage. This is also one of the main advantages pulse lasers have over standard (and ER) lasers.

For some weapons (notably (ER)LLs), it's a very desirable quirk.

Edited by TercieI, 20 January 2016 - 09:29 AM.


#5056 Rogue Jedi

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Posted 20 January 2016 - 09:29 AM

View PostDave Korhal, on 20 January 2016 - 09:23 AM, said:

What good is the Laser Duration -% quirk?

the -% reduces the duration, so if it usualy takes 1 second for a laser to discharge and the Mech has a -10% laser duration quirk then it takes 0.9 seconds to discharge, if the quirk is labeled for example -10% medium Pulse Laser and there is another -10% for all Lasers they stack so you end up with the MPL having its duration reduced by 20% from 0.6% to 0.48 seconds

#5057 Tim East

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Posted 20 January 2016 - 09:51 AM

View PostTercieI, on 20 January 2016 - 09:29 AM, said:

For some weapons (notably (ER)LLs), it's a very desirable quirk.

For every laser weapon, it is the first quirk I look for. Laser hitreg with damage closer to being front-loaded? Yes please.

My hierarchy of energy weapon quirks from best to worst:
Laser Duration
Energy Heat Gen
Energy Cooldown
Energy Range
Weapon Specific versions of the above, though LPL and SPL specific quirks may rank higher.
PPC/ERPPC Velocity

Projectile hitreg treats me badly on occasion, but lasers are the meta for a bunch of reasons.

#5058 Exard3k

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Posted 20 January 2016 - 10:01 AM

how does quitting a match work? sometimes I get xp+cbills and sometimes not. Should you always stay in game?

#5059 Rogue Jedi

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Posted 20 January 2016 - 10:49 AM

View PostExard3k, on 20 January 2016 - 10:01 AM, said:

how does quitting a match work? sometimes I get xp+cbills and sometimes not. Should you always stay in game?

the way it works is if you disconnect from the game you only get rewards you had earned at the time you disconnect, so if you had damaged some Mechs which are destroyed after you disconnect you do not (or at least did not about 6 months ago when PGI clarified how earnings work) get paid for assists on Mechs killed after you disconnect.

Ether way you do not get paid until the match has ended, as a match can last up-to 15 minutes if you get killed inside 2 minutes then disconnect then it could take 13 minutes for you to get paid, your Mech also remains locked out until the match has finished (unless it is a trial Mech).

#5060 Dave Korhal

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Posted 20 January 2016 - 03:34 PM

Does your Mech's heat cooldown faster if your Mech is powered down?





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