Short Question, Short Answer
#5161
Posted 31 January 2016 - 06:40 AM
#5162
Posted 31 January 2016 - 07:24 AM
#5163
Posted 31 January 2016 - 07:45 AM
Thanks
#5164
Posted 31 January 2016 - 08:03 AM
LadyDanams, on 31 January 2016 - 05:57 AM, said:
The Tier 5 is your Pilot Skill Rating, not your experience. Win games, or even perform really well on a loss, and it will go up.
Thanks for the help. I guess the kill to death ratio of zero is probably the culprit for piloting. It's a burden to suck this much...
Hard to believe I was an ace at MW4.
#5165
Posted 31 January 2016 - 09:11 AM
Robinson Crusher, on 31 January 2016 - 08:03 AM, said:
Thanks for the help. I guess the kill to death ratio of zero is probably the culprit for piloting. It's a burden to suck this much...
Hard to believe I was an ace at MW4.
Understand completely.
I played lot of MW, MW2/MW2 Mercs and some MW3 back in the day, still took me 1-2 months to get to a point that I don't consider sucking. Still not great, of course the low end rig and only ~30FPS framerate (after a RAM upgrade) sure doesn't help. Be so glad this summer when I should have the spare cash for a newer rig.
#5166
Posted 31 January 2016 - 09:32 AM
Robinson Crusher, on 31 January 2016 - 08:03 AM, said:
Thanks for the help. I guess the kill to death ratio of zero is probably the culprit for piloting. It's a burden to suck this much...
Hard to believe I was an ace at MW4.
I sucked for a good 3 or so months before I finally started doing okay. Now I'm slowly digging my way out of T5. My KDR is 0.51 and SLOWLY making it's way up.
And just FYI, kill ratio is easy to track because it shows up in stats, but match score and KMMD (Kill Most Damage Dealt) are much better indicators of progress. You just have to keep track of them yourself.
#5167
Posted 31 January 2016 - 10:02 AM
#5168
Posted 31 January 2016 - 10:15 AM
#5169
Posted 31 January 2016 - 10:22 AM
If you like the mechs after getting all elite skills, buy some modules.
#5170
Posted 31 January 2016 - 10:22 AM
Robinson Crusher, on 31 January 2016 - 05:53 AM, said:
Second dumb question: My pilot exerience has stopped accumulating a little short of completing tier 5. What do I do to make it advance again? Again TY...
I can understand this question. You can sell just about everything you own in the game (maybe not the C-bill consumable modules, but that's a different thing). To do so, go to your home page in the game, then you should see a side tab that says warehouse. From there, select the tab which matches your gear you wish to see (component, battlemech, etc) and you can sell it from there. Be aware though, selling items you get very little back from it.
For the most part, it is only wise to sell mechs if you have ran out of mechbays and want another mech (you can earn some more Mechbays for free in Faction Warfare as an FYI), have more than 2-3 of an engine type, or own a ton (as in like more than 30) of a single weapon type. Otherwise, it will all possibly come in handy, and engines are EXPENSIVE. So sell with caution.
That pilot experience bar? It isn't a pilot experience bar, so don't treat it as such. It's just a pilot rating, which is what match maker uses to place you fairly in matches. Don't worry about it. It will adjust over time as you play. The better you play, the more it will go up. The worse you play, the lower it will go. Just play and don't worry about it. (I'd actually just turn it off if it makes you feel pressured.)
In some regards, you don't really want to go up too quickly. Learn the game and play. It will go up naturally on it's own. And there is no shame for being a T5-4 pilot. I had some of my best matches when I was T4.
snow0815, on 31 January 2016 - 06:40 AM, said:
CLRMs have no minimum range, but they deal reduced damage the closer the target is within 180m. So, as someone else said, they will deal half damage at 90m (half the minimum range), and just about no damage at 1-4m range. Outside that minimum range, they will deal their full damage, which is the same as IS LRM launchers of the same size.
Besides the scaled minimum range (unto which, IS LRMs would deal 0 damage within 180m) and a slight ripple fire effect, CLRMs act and work exactly like IS LRMs.
Dave Korhal, on 31 January 2016 - 10:15 AM, said:
Variants, so you can start eliting your mechs.
Modules are considered "mid to end game" content. They are helpful, but not must haves. Those skills though, once you finish with your Elite skills, double your basic skill effects. Very helpful, even though it's been reduced a few weeks/months ago.
(EDIT: I had more than one question to answer here, dummy!)
Edited by Tesunie, 31 January 2016 - 10:33 AM.
#5171
Posted 31 January 2016 - 10:23 AM
Of the mech modules, Advanced Seismic and Radar Deprivation are the modules to keep an eye out for in general. Advanced Target Decay is a more useful module for LRM boats.
#5172
Posted 31 January 2016 - 11:12 AM
snow0815, on 31 January 2016 - 06:40 AM, said:
If I remember correctly, the cLRM is not ramping up with a linear curve, but a logarhytmic curve where the first half is very low and only ramps up faster after the first half.
So It would be more like 25-30% at 90 meters and then ramps up fast to 100% at 180m.
Best to stay above 150 meters distance, I'd say
#5173
Posted 31 January 2016 - 11:12 AM
#5174
Posted 31 January 2016 - 11:59 AM
The Landstrider, on 31 January 2016 - 11:12 AM, said:
the advantages the Executioner has on the Dire are speed, acceleration and agility. The MASC helps with this by giving a minor speed boost and a massive (something like 250%) acceleration and agility boost.
comparing the Dire and the Executionor is wrong, they were designed for 2 completely different proposes, instead setup the EXE to use its MASC to poke out of and retreat into cover, or use its agility to out brawl opponents at close range, do not use it as a mid to long range fire support platform like the Dire because the Dire is far better in that role.
as for making it fun that is your job, if you do not like the EXE try a different load-out until you find something you do like, however it is possible you never will.
#5175
Posted 31 January 2016 - 06:34 PM
Rogue Jedi, on 31 January 2016 - 11:59 AM, said:
comparing the Dire and the Executionor is wrong, they were designed for 2 completely different proposes, instead setup the EXE to use its MASC to poke out of and retreat into cover, or use its agility to out brawl opponents at close range, do not use it as a mid to long range fire support platform like the Dire because the Dire is far better in that role.
as for making it fun that is your job, if you do not like the EXE try a different load-out until you find something you do like, however it is possible you never will.
Lets also keep in mind MASC is getting a really big buff in a couple of weeks.
Also, IME the best way to use MASC is not for merely a burst of speed, but rather using it to stop on a dime, improve turning, quickly jump in and out of cover (peek-a-boo warrior style) etc etc
#5176
#5177
Posted 01 February 2016 - 07:36 AM
CodeCypher01, on 28 January 2016 - 09:40 AM, said:
https://mwomercs.com/profile/name
First time it is free.....another change costs MC
#5178
Posted 01 February 2016 - 07:40 AM
Reno Blade, on 31 January 2016 - 11:12 AM, said:
So It would be more like 25-30% at 90 meters and then ramps up fast to 100% at 180m.
Best to stay above 150 meters distance, I'd say
See I thought it might start from 60m or so (so you'd be doing half at 120m, full at 180m). I seem to remember something like that being mentioned when it came in but I don't recall whether it was actually implemented, or just a good idea I read on the forums. I'm getting old you see, memory isn't what it once was
If someone wants to spend the time hunting the actual answer down, I'll give you Internet points.
#5179
Posted 01 February 2016 - 09:07 AM
#5180
Posted 01 February 2016 - 09:22 AM
Wildstreak, on 01 February 2016 - 09:07 AM, said:
Haven't listened to it yet but according to this post no groups allowed in solo queue:
https://mwomercs.com...l-tldr-summary/
"Russ: No matter how much they try, there is no way to intermix group players with solo players without unbalancing the match
Approx 10% of the player population plays CW
According to Russ: "We need to try and separate the queues and see if it works"
- solo queues are players with no unit tag and no groups are allowed, also freelancers (freelancers can drop on any side for any faction for a single battle contract) - unit queue organized groups go into the group queue as well as tagged players, one man merc units with a tag count - there will be no PSR matchmaking for CW"
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