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#5101 Digital_Angel

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Posted 23 January 2016 - 08:55 AM

It's still viable, in fact it was one of the Stormcrow builds on Kanajashi's Steam Free to Play series

#5102 Tesunie

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Posted 23 January 2016 - 09:10 AM

View PostThe Landstrider, on 23 January 2016 - 02:41 AM, said:

Another question: Is the 5x cSRM6+Artemis Stormcrow build still viable or does the overheat changes make it kinda worthless?


Yes, it's viable. Maybe not if you always and forever Alpha (shoot all) your weapons at once, due to ghost heat, reduced threshold of CDHS, etc. However, burst firing them in selective groups will give you less heat and less spread.

It's basically as viable as it's always been, and the changes probably didn't really affect it as much as I'm saying here. (I don't own the mech, but I still see that configuration often enough.)

#5103 Iamacup

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Posted 23 January 2016 - 01:36 PM

View PostRogue Jedi, on 23 January 2016 - 04:52 AM, said:

have you left the unit yet?

While you are with a unit you cannot break a contract unless the unit has given you those permissions.
there is a "leave unit" button on the "faction play" page ingame.


Yep I left the unit a week ago, the contract has refreshed twice since then.

Edit- it has is ran out and I am free to select a new faction.

Edited by Iamacup, 23 January 2016 - 02:37 PM.


#5104 Tim East

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Posted 23 January 2016 - 05:31 PM

View PostThe Landstrider, on 23 January 2016 - 02:41 AM, said:

Another question: Is the 5x cSRM6+Artemis Stormcrow build still viable or does the overheat changes make it kinda worthless?

Still quite viable if my Jenner IIC SRM 6X6 build is any evidence. Just remember that you want to melee skirmish, not snipe or brawl or any kind of ANY-FRIGGIN-THING that would leave you exposed for an extended period of time. Strike and fade. 2 alphas and book it. Keep cool shot handy for a third if you've just GOT to have that kill.

Or chain-fire if you want to just annoy people with screenshake. That's always entertaining.

#5105 DGTLDaemon

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Posted 24 January 2016 - 02:11 AM

Another question :) For clan mechs, does the availability of omnipods at the warehouse depend on whether you currently own the specific mech variant? For instance, I currently own three Hellbringer variants - HBR-PRIME, HBR-A and HBR-B. I can swap omnipods between them, and I can also purchase additional omnipods for all three variants from the warehouse. If I were to sell my HBR-A and HBR-B, would I still be able to purchase, say, an HBR-A head for my HBR-PRIME, or would the respective items disappear from the warehouse? Similarly, if I were to purchase, for example, an SHC-B variant of the Shadow Cat chassis, would omnipods from all other variants immediately become available for purchase, or would I need to purchase/"unlock" other variants first?

#5106 Domenoth

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Posted 24 January 2016 - 02:29 AM

View PostDGTLDaemon, on 24 January 2016 - 02:11 AM, said:

Another question Posted Image For clan mechs, does the availability of omnipods at the warehouse depend on whether you currently own the specific mech variant? For instance, I currently own three Hellbringer variants - HBR-PRIME, HBR-A and HBR-B. I can swap omnipods between them, and I can also purchase additional omnipods for all three variants from the warehouse. If I were to sell my HBR-A and HBR-B, would I still be able to purchase, say, an HBR-A head for my HBR-PRIME, or would the respective items disappear from the warehouse? Similarly, if I were to purchase, for example, an SHC-B variant of the Shadow Cat chassis, would omnipods from all other variants immediately become available for purchase, or would I need to purchase/"unlock" other variants first?

With only a few exceptions, you are allowed to purchase any omni-pod provided you own at least one variant. Selling your A and B variants should not lock you out of purchasing new copies of those omni-pods. Also, selling your "Center Torso" (i.e. variant) should not remove its omni-pods from your inventory unless you equip them and choose to "sell equipment" along with the CT. So selling your A and B won't necessarily require you to repurchase A and B omni-pods.

The exceptions are when a variant is released under "special circumstances". For example, PGI recently gave out "Loyalty" Mechs (Nova and Executioner). To my knowledge, it is still the case that you cannot acquire these Mechs through the store. When a variant is not able to be purchased in the store, its omni-pods are also unpurchasable. A Mech can also qualify as released under "special circumstances" if it starts out only available in the "Gift Store" (website) not "Store" (in-game client).

Since all Shadow Cats are available for purchase in the in-game Store, you should be able to purchase one variant then load it with whichever omni-pods you desire.

Edited by Domenoth, 24 January 2016 - 02:37 AM.


#5107 snow0815

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Posted 24 January 2016 - 09:21 AM

Can you lose a tier again?

#5108 Raubwurst

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Posted 24 January 2016 - 10:06 AM

Yes you can

#5109 Rogue Jedi

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Posted 24 January 2016 - 10:25 AM

View Postsnow0815, on 24 January 2016 - 09:21 AM, said:

Can you lose a tier again?

if the experience bar drops too low you will drop back down to the previous tier

#5110 TheCaptainJZ

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Posted 24 January 2016 - 12:11 PM

Note that it is easier to move up than it is to move down.

#5111 Tim East

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Posted 24 January 2016 - 05:14 PM

View PostTheCaptainJZ, on 24 January 2016 - 12:11 PM, said:

Note that it is easier to move up than it is to move down.

In theory anyway. In practice I've found myself hovering back and forth between tier 4 and 3 for a while now.

Otoh, I keep leveling mechs and doing stupid troll builds between actually playing builds I know and love to relax. Leveling mechs really seems to kill my chances for winning matches, even more than one might expect since I oftentimes perform reasonably well in un-basic'd mechs, which really seems to kill my upward mobility. It's like the game knows when I really want that daily double and assigns me crazy jokers as teammates then instead of when I'm running something wildly unreasonable that shouldn't work but does.

#5112 Exard3k

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Posted 25 January 2016 - 08:29 PM

About crits.....I read a bit about them but I still dont know if the crit only applies damage to the components or also adds damage to structure as well. So do I kill mechs faster with crits or do I do normal weapon damage as well as component damage to cripple the mech?

Edited by Exard3k, 25 January 2016 - 08:29 PM.


#5113 Tesunie

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Posted 25 January 2016 - 08:51 PM

View PostExard3k, on 25 January 2016 - 08:29 PM, said:

About crits.....I read a bit about them but I still dont know if the crit only applies damage to the components or also adds damage to structure as well. So do I kill mechs faster with crits or do I do normal weapon damage as well as component damage to cripple the mech?


You have a chance to deal damage to components, and/or extra damage to the internal structure, last I knew. So, there is a chance to deal extra damage to the internal structure of a mech with a crit.

#5114 Reno Blade

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Posted 26 January 2016 - 09:48 AM

Afaik:
If your hit rolls a crit on any equippment, it will deal the crit damage to this equipment (usually 10hp for each item, 3hp for Gauss).
15% of any crit damage will be added to the damage the internal structure takes.

Let's try an example (I hope I remember everything).

- Your right arm has 5 armor left and has a Medium laser in it.
- A Gauss rifle hit you in that arm for 15 Damage
- 5 damage is taken by the armor, 10 by internal structure of the right arm.
- The hit rolled one crit on the Medium laser and deals 15 damage to this component. (even if the armor reduced the damage taken previously the max damage of the hit is used).

- The Medium laser has only 10hp and gets destroyed
- 15% of the crit damage is added to damage of the internal structure of the right arm (I think this would still be the full 15 damage, not only 10 for the 10hp of the laser. Edit: correction, only the actual damage dealt to that laser would be counted, so 10 damage in this example)
So in the end you took 5 damage to armor, 10 damage to internal and an additional 1.5 damage to internal after the crit.

Note: as Lasers are DoT weapons they tick every 0.2 damage (or such) and each of these ticks can crit.
This would mean more chances to crit once you have no armor, but not the full crit damage if there was still armor as the one-hit weapon above.
Same goes for LBX, Missiles and cUACs (but LBX have higher crit chance and damage per pellet).

Edited by Reno Blade, 26 January 2016 - 01:46 PM.


#5115 Tesunie

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Posted 26 January 2016 - 10:08 AM

View PostReno Blade, on 26 January 2016 - 09:48 AM, said:

So in the end you took 5 damage to armor, 10 damage to internal and an additional 1.5 damage to internal after the crit.


Last I knew, it was a chance of dealing extra damage to the structure. Not a guarantee that it will when a crit happens.

View PostReno Blade, on 26 January 2016 - 09:48 AM, said:

Note: as Lasers are DoT weapons they tick every 0.2 seconds (or such) and each of these ticks can crit.
This would mean more chances to crit once you have no armor, but not the full crit damage if there was still armor as the one-hit weapon above.
Same goes for LBX, Missiles and cUACs (but LBX have higher crit chance and damage per pellet).


Also, last I knew, lasers deal damage in ticks (agreed), but when they deal a critical hit, the whole laser damage that applies to that location (all the ticks that hit) are causing critical damage (as though all those ticks were a single "Pin point" damage, such as from an IS AC). So, if you land 8 ticks of a medium laser, it doesn't end up being 8 chances to cause a crit, it is still the one chance to cause crits and if it does, it does so for the entire amount of damage the laser produced to that location.



I'm thinking someone needs to find something more concrete here for evidence than "I think" or "last I knew"... It also sounds like we only seem to be at odds with two points: When/how crits deal extra damage to the internal structure (not if it happens), and how lasers apply their crits (per tick, or as one weapon system).

MW:O did not do crits in an easy to understand manner... Posted Image

#5116 Reno Blade

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Posted 26 January 2016 - 10:25 AM

I had the crit question about once a year and I found this one here from 2014, but most of it should still be valid (besides Gauss now only has 3hp)
My summary of this great post (sadly images no longer work) from 2012:
http://mwomercs.com/...-a-brief-guide/

View PostReno Blade, on 29 October 2014 - 08:25 AM, said:


first rule:
If you have still armor (front and back for torso) after the damage is applied, there is no roll for a crit.

second rule:
if the armor is breached, or you don't have any armor, the internal structure is damaged by the remaining damage and there will be a roll if there is a crit (1x, 2x or 3x).

third rule:
critical damage depends on the weapon damage, not the actual inflicted damage.
An AC20 piercing a section with 19 armor will inflict 1 damage to internal structure
if there is a crit, it will deal 20 points of damage to the crit item (like a Gauss with 3 health, or a Ammo with 10 health, or even a shoulder actuator for 10 health)
If you have crit an item, then 15% of that damage is also dealt to internal structure.
crit chance is higher for LBX, MG, Flamer and clan targeting computer.

fourth rule:
if a section (arm, leg or side torso) is destroyed and you hit the section, you will only transfere 50% of the damage to the next inward section
going from leg/arm to side torso and then towards center torso.
Hit to a destroyed arm will transfer 50% to a torso and if that is destroyed, the damage is further reduced by half to deal 25% to the Center torso.

note: each tick of a laser (roughly every 0.2 damage), each pellet of LBX or UAC, Missile or MG/Flamer will be rolled seperately for crits.

More information about crits can be found here:
http://mwomercs.com/...-a-brief-guide/



#5117 Tesunie

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Posted 26 January 2016 - 10:33 AM

View PostReno Blade, on 26 January 2016 - 10:25 AM, said:

I had the crit question about once a year and I found this one here from 2014, but most of it should still be valid (besides Gauss now only has 3hp)
My summary of this great post (sadly images no longer work) from 2012:
http://mwomercs.com/...-a-brief-guide/


Though guides are great... do we have a command post or a post from a moderator/PGI staff on this?

I've just never heard of the extra damage being a guarantee on a crit, but I do recall reading a few (okay, probably more than a few) patch notes saying that crit hits had a chance to deal extra damage to the structure (to boost LBx, MGs and Flamers a bit more, and now AC2s as well) as well as the damage to a component... (Forums need better search options. Posted Image )

I'll see if I can find it myself to post... but I don't give much chance of it... Posted Image


As I figured... nothing from a "quick" search... A lot of forum posts about it, but a lot of confused points as well. Koniving (who normally knows everything) agreed with you. 15% of your damage on a crit is applied to structure as extra damage... From a post in 2013. So...

PS: I wasn't disagreeing with you, I just don't recall it working that way and would still like a more clarified post. I know PGI did a thing with it not too long (about a year or two) ago and it was mentioned then... Posted Image

Edited by Tesunie, 26 January 2016 - 10:40 AM.


#5118 Reno Blade

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Posted 26 January 2016 - 11:44 AM

Don't worry Tesunie, I was just trying to find the best info about crits too.

Sadly the post of players don't go further than a year or so, so looking for posts by Paul or other Devs on their profile didn't result in any findings.

I found this from David Bradley from 2012 about laser crits:
https://mwomercs.com...ost__p__1475312

I found something about the 15% crit damage in "Patch Notes - 1.2.235 - 06-Aug-2013" here:
https://mwomercs.com...35-06-aug-2013/

Quote

- 15% of critical damage dealt to an exposed 'Mech component will now be directly applied to the internal structure of that component.
- This is only applied to the critical damage done. Base weapon damage is not taken into account.
- Critical damage is not applied through armor.
- Armor must be reduced to 0% before any crit damage is applied to internals.

So this requires me to correct my previous post about the actual damage of the crit and not the base damage.
Means that mentioned Gauss would not do 15% of the full 15 damage, but only of the 10 damage it requires to crit the Medium laser in my example, right? Posted Image

Edited by Reno Blade, 26 January 2016 - 11:46 AM.


#5119 Tesunie

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Posted 26 January 2016 - 01:36 PM

View PostReno Blade, on 26 January 2016 - 11:44 AM, said:

Don't worry Tesunie, I was just trying to find the best info about crits too.

Sadly the post of players don't go further than a year or so, so looking for posts by Paul or other Devs on their profile didn't result in any findings.

I found this from David Bradley from 2012 about laser crits:
https://mwomercs.com...ost__p__1475312

I found something about the 15% crit damage in "Patch Notes - 1.2.235 - 06-Aug-2013" here:
https://mwomercs.com...35-06-aug-2013/

So this requires me to correct my previous post about the actual damage of the crit and not the base damage.
Means that mentioned Gauss would not do 15% of the full 15 damage, but only of the 10 damage it requires to crit the Medium laser in my example, right? Posted Image


So, in short, we each were right and wrong? What a mess... Posted Image

Thanks for the clarification. (And for dealing with me.) Posted Image

Edited by Tesunie, 26 January 2016 - 01:36 PM.


#5120 Dave Korhal

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Posted 26 January 2016 - 04:22 PM

Is there any advantage to using Single Heat Sinks over Double Heat Sinks? Since the Doubling affects all Heat Sinks in the engine, too, I can't imagine many builds where you would still save space with Single Heat Sinks.





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