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#5181 IraqiWalker

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Posted 01 February 2016 - 09:53 PM

View PostRobinson Crusher, on 31 January 2016 - 05:53 AM, said:

Okay, I'm on my second day, and I'm wondering is there any way to sell gear that's in your warehouse, or mechs in your mechbays, that you no longer want? If it's here then I must be missing something, so if you could detail the way to do so then that would be greatly appreciated. TY Posted Image

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...



Never sell anything, is my advice for you. I'd rather do 4 more drops to farm C-Bills, instead of sell a STD250 engine.


View PostDave Korhal, on 31 January 2016 - 10:15 AM, said:

What should I buy first: 2 extra mech variants so I can start getting Elite efficiencies? Or Mech & Weapon modules?


Mechs first. Modules are very late game material. Other than Cap Accel, which I got early on. I didn't buy another module until somewhere around my 30th mech.

View PostBilbo, on 01 February 2016 - 09:22 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"


Well, unit pilots can synch drop on a planet as solos, and still pummel the crap out of the solo rambos.

What I'm worried about is planetary possession. Will my 12 man who won every match on the group queue for Wazan, end up losing the planet, because simultaneously, the solos were dorking around and losing it?


Why not make it so solo matches don't count towards planetary possession?

#5182 Reno Blade

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Posted 01 February 2016 - 10:56 PM

View PostIraqiWalker, on 01 February 2016 - 09:53 PM, said:


Well, unit pilots can synch drop on a planet as solos, and still pummel the crap out of the solo rambos.

What I'm worried about is planetary possession. Will my 12 man who won every match on the group queue for Wazan, end up losing the planet, because simultaneously, the solos were dorking around and losing it?


Why not make it so solo matches don't count towards planetary possession?

I think that's exactly the point why Russ wants to separate the Queues and don't want Unit members to drop solo.
So if you can only drop in Group Queue as a single unit member (no matter if you are grouped or alone), all the lone wolves will just play their own game without fighting over the planetary possession.
As I understood, the unit with most wins will then possess the planet. As lone wolves are not allowed to be in a unit (for the solo queue) they can't possess the planet.

Edit: I think now that I read my own answer, the part below would answer the question rather than the part above.
I'm not sure if the lone wolves of your faction would then be able to lose planetary zones (as Pugs can already do now) which your unit already conquered, but I guess this will stay as it is now.

Edited by Reno Blade, 01 February 2016 - 10:57 PM.


#5183 cleghorn6

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Posted 01 February 2016 - 11:10 PM

That agrees with my understanding of how it's going to work. Unit members drop in the group CW queue, regardless of whether they're in a group or not. Non-Unit members who are in a group, will also drop into the group CW queue. So it's only non-unit, solos who drop into the solo CW queue.

I would imagine if non-unit members win a planet, then no unit tag gets attached to the planet (and therefore no unit gains benefit from that planet) but the planet is still won for the faction represented for the purposes of attack lanes etc.

That's how I read it anyway. I guess we will see closer to release.

#5184 IraqiWalker

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Posted 02 February 2016 - 03:30 AM

View Postcleghorn6, on 01 February 2016 - 11:10 PM, said:

I would imagine if non-unit members win a planet, then no unit tag gets attached to the planet (and therefore no unit gains benefit from that planet) but the planet is still won for the faction represented for the purposes of attack lanes etc.

That's how I read it anyway. I guess we will see closer to release.


This is my problem right there. How the hell do you determine who owns the planet. Let's say the invading units win all their matches. While the defending solos win all of theirs. Who gets the planet? If the unit players own all the zones in their queue, and the solos win all the zones in theirs. Who gets the planet.

Honestly, just make it so pure solos can play CW, but can't affect planetary possession. It was fine before to let solos impact possession because we could at least compensate for them. In this case, we can't do that.

#5185 Rogue Jedi

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Posted 02 February 2016 - 04:20 AM

View PostIraqiWalker, on 02 February 2016 - 03:30 AM, said:


This is my problem right there. How the hell do you determine who owns the planet. Let's say the invading units win all their matches. While the defending solos win all of theirs. Who gets the planet? If the unit players own all the zones in their queue, and the solos win all the zones in theirs. Who gets the planet.

Honestly, just make it so pure solos can play CW, but can't affect planetary possession. It was fine before to let solos impact possession because we could at least compensate for them. In this case, we can't do that.


it is worse than that, what happens if a faction has 20 units working with them and 1 through being ether larger or more active, usualy gives a larger contribution, that means potentially only the 1 unit will ever tag anything and Russ spoke of significant advantages to owning planets, there are enough really good units that there is likely to be at least 1 per faction if they give a significant disadvantage to switching factions as Russ suggested in the last Town Hall, that means instead of discouraging large units that the large units will get an influx of players who want the advantages of having the "owned" planets

it could even go as far as the "elite" units all go on the attack and rarely defend (which is I think part of the problem, along with them wanting to level the latest Mechs, with the "elite" units rarely facing each other), you could end up with each factions territory changing but remaining the same size because the "elite" units will usualy beat the less organized ones

#5186 Robinson Crusher

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Posted 02 February 2016 - 06:56 AM

I have a TAG and a BAP on my current build. The tag makes LRMs direct fire out to 750, but what happens when I have an indirect fire lock on my target (hill in the way etc.). Am I just wasting missiles when I shoot, because the TAG means it MUST be direct fire... or does it just function like a regular LRM and hit per usual?

Is there any point in my getting the seismic module or sensor module (when I can finally open one) if I have a beagle? As I understand it the beagle AP has a greater range than seismic module and let's me detect enemies to my rear. Do the ranges stack?

#5187 cleghorn6

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Posted 02 February 2016 - 07:17 AM

To continue the earlier discussion I would agree. I think in an effort to include everyone, they've made things very difficult for themselves.

My solution would be to leave the solo queue for the solos, put a group limit of 4 on the group queue and groups larger than 4 can either do private matches or CW. If you want to get into CW as a solo or a small group then fine but you should be warned and encouraged not to put your face where big teams can stomp it.

The tears and wailing would be endless.


View PostRobinson Crusher, on 02 February 2016 - 06:56 AM, said:

I have a TAG and a BAP on my current build. The tag makes LRMs direct fire out to 750, but what happens when I have an indirect fire lock on my target (hill in the way etc.). Am I just wasting missiles when I shoot, because the TAG means it MUST be direct fire... or does it just function like a regular LRM and hit per usual?


TAG only gives benefit while it's on target. If you're shooting your TAG into a hill, or onto the ground next to a target your missiles track as if you didn't have one at all. When your target is TAGged, you get all the benefits of faster locks and better tracking.

So to answer your question, no, you're not wasting missiles necessarily, you're just not getting the benefits of the TAG.

View PostRobinson Crusher, on 02 February 2016 - 06:56 AM, said:

Is there any point in my getting the seismic module or sensor module (when I can finally open one) if I have a beagle? As I understand it the beagle AP has a greater range than seismic module and let's me detect enemies to my rear. Do the ranges stack?


The Seismic Module and the BAP do very different things. Seismic gives you what is effectively a short range "wall hack". While you're standing still, it will show where enemy 'mechs are moving. They might be behind you, or behind a wall or around a corner or whatever you can "see" them on your mini-map. If you watch some youtube gameplay, when you see a red "ping" on the mini-map, that's Seismic. I'll find one of mine and link it here shortly.

Seismic example

Start at about 3 minutes in, there are a couple of examples where I can't see the enemy 'mech but Seismic is picking them up and putting them on the mini-map. Very useful but it only works when you're standing still as you see, when I start moving, they disappear.

BAP will allow you to target an enemy 'mech through 1 layer of enemy ECM (while within range) and/or will allow you to target powered down enemy 'mechs within a certain range. No changes to visibility or range. Very different.

By "sensor module" I assume you're talking about Sensor Range (feel free to correct me). This just increases the max range of your sensors. Things are more complicated now than they used to be but you just get a 15% (or 25%) increase to the range at which you can target an enemy 'mech, whatever that might be. You'll get the red dorito pop up and can target.

EDIT: added link and explanation

Edited by cleghorn6, 02 February 2016 - 07:41 AM.


#5188 Rogue Jedi

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Posted 02 February 2016 - 07:49 AM

View PostRobinson Crusher, on 02 February 2016 - 06:56 AM, said:

I have a TAG and a BAP on my current build. The tag makes LRMs direct fire out to 750,
1) but what happens when I have an indirect fire lock on my target (hill in the way etc.). Am I just wasting missiles when I shoot, because the TAG means it MUST be direct fire... or does it just function like a regular LRM and hit per usual?

2) Is there any point in my getting the seismic module or sensor module (when I can finally open one) if I have a beagle? As I understand it the beagle AP has a greater range than seismic module and let's me detect enemies to my rear. Do the ranges stack?

1) all tag does is help LRMs get a lock faster and help tighten grouping, the TAG does not change the LRMs mode of function, so if you have TAG on your Mech but can lock a Mech someone else has targeted tyou can still indirect fire as usual, however firing with line of sight is usualy better than indirect fire.

2) it is worth seismic if you want to detect enemy behind you,
you are mistaken about the effects of BAP, what it does is:
increase sensor range by 200m, that would be 1km unless you have something else affecting targeting range
allows you to detect shutdown Mechs in your line of sight within short range.
gets you target info faster
shuts down 1 enemy ECM within 240m

BAP does not allow you to detect enemies behind you, if no-one else has a lock on it the only ways you can detect an enemy behind you are:
Seismic Sensor (you get a dot on the radar provided you are standing still and the enemy are moving)
UAV (a consumable which deploys above your head and detects enemy countering ECM for about 200m.
The module "360o target retention" allows you to keep a lock on an enemy if that enemy moves behind you but does not allow you to detect an enemy behind you unless you had the lock before it got behind

#5189 Robinson Crusher

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Posted 02 February 2016 - 08:47 AM

Thanks guys... that helps a lot.

#5190 Grummy

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Posted 02 February 2016 - 09:00 AM

How does this build look for a balistic locust? I'm trying to get into light mechs more and I wanted something speedier.

#5191 Tesunie

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Posted 02 February 2016 - 09:17 AM

View Postcleghorn6, on 01 February 2016 - 11:10 PM, said:

That agrees with my understanding of how it's going to work. Unit members drop in the group CW queue, regardless of whether they're in a group or not. Non-Unit members who are in a group, will also drop into the group CW queue. So it's only non-unit, solos who drop into the solo CW queue.

I would imagine if non-unit members win a planet, then no unit tag gets attached to the planet (and therefore no unit gains benefit from that planet) but the planet is still won for the faction represented for the purposes of attack lanes etc.

That's how I read it anyway. I guess we will see closer to release.


Do recall how unit tags are placed on a planet currently, and I don't believe it's going to change.

The unit who has the most WINS on a planet (by having more of their members play winning matches) get their unit tags on a planet. So, for example, if only a single unit dropped once on a planet, and then a bunch of PUGs takes the planet over, that unit that dropped once would get their name on the planet.

My unit did that once on a defending queue for a planet. We saw that it had one territory taken, no one else had seemed to respond, so we queued in the last 10 minutes just because. We won our match, and our unit got it's name on the planet for our single victory in defense.

#5192 Leone

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Posted 02 February 2016 - 09:18 AM

View PostGrummy, on 02 February 2016 - 09:00 AM, said:

How does this build look for a balistic locust? I'm trying to get into light mechs more and I wanted something speedier.

Needs ten heat sinks. you want

View PostOvion, on 26 January 2016 - 01:36 PM, said:

MPL, 4MG LCT-1V
This follows the standard of the 'base variant' being the Champion, with the classic standard of an MPL and 4MGs.
Again, Locust Armour Theory standard for optimisation.



~Leone.

#5193 Tesunie

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Posted 02 February 2016 - 09:22 AM

View PostGrummy, on 02 February 2016 - 09:00 AM, said:

How does this build look for a balistic locust? I'm trying to get into light mechs more and I wanted something speedier.


Your build can't work... not enough Heat Sinks.

Might I recommend something like this? Same basic build, but you are faster, valid (have 10 heat sinks total) and lost AMS (which you probably don't need anyway). You also had a bit more MG ammo that you probably honestly needed there.



I run my Locust 1-V with a LPL or an ERLL and 2 MGs. But those are just additional examples.

#5194 Grummy

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Posted 02 February 2016 - 10:18 AM

Thank you Leone and Tesunie for the build corrections. I didn't realize that the heatsinks would be so important. Usually I can get away with a few less heat sinks on my medium builds in exchange for an AMS.

#5195 Tesunie

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Posted 02 February 2016 - 10:36 AM

View PostGrummy, on 02 February 2016 - 10:18 AM, said:

Thank you Leone and Tesunie for the build corrections. I didn't realize that the heatsinks would be so important. Usually I can get away with a few less heat sinks on my medium builds in exchange for an AMS.


You are required to have a minimum of 10 heat sinks on your mech for normal operations. This includes internal and external heat sinks. Most engines you will use (besides for light mechs mostly) will have 10 heat sinks inside the engine. Some of the even larger ones will have even extra slots for more heat sinks to be added in (but they will still count as external sinks, but will not take up any crit space outside the engine).

Normally, AMS isn't as important on faster mechs, but that is mostly up to preference. If you seem to face a lot of LRMs, then AMS isn't a bad idea.

#5196 Momolillo

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Posted 02 February 2016 - 10:43 AM

View PostGrummy, on 02 February 2016 - 09:00 AM, said:

How does this build look for a balistic locust? I'm trying to get into light mechs more and I wanted something speedier.

Yoy might wanna try the ER Large Locust... its pretty good

#5197 DavidStarr

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Posted 02 February 2016 - 01:07 PM

What do I miss out on when playing trial mechs as opposed to owned ones? Do I get less XP or C-bills?

Edited by DavidStarr, 02 February 2016 - 01:07 PM.


#5198 Scifi Toughguy

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Posted 02 February 2016 - 01:48 PM

You miss out on the customization benefits of being able to optimize the build. You still gain just as much money and XP but you can't spend that XP until you own that exact variant.

#5199 DavidStarr

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Posted 02 February 2016 - 01:54 PM

Thanks. Thought so, but better to make sure!

#5200 Robinson Crusher

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Posted 02 February 2016 - 08:13 PM

What exactly does streak do to SRMs? Does it help to have Artemis guidance on the mech? What about command console or TAG with Streak?

TY





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