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#701 Turist0AT

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Posted 06 January 2014 - 07:06 AM

View Postmikelovskij, on 06 January 2014 - 07:04 AM, said:

Hi, this question has probably been asked 1k times but it's quick to asnwer and I cannot find enoguh informations about it: if I remove the artemis from a mech, when I add it again do I have to pay for it another time?


yes :wub:

#702 somenothing

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Posted 06 January 2014 - 07:14 AM

View Postmikelovskij, on 06 January 2014 - 07:04 AM, said:

Hi, this question has probably been asked 1k times but it's quick to asnwer and I cannot find enoguh informations about it: if I remove the artemis from a mech, when I add it again do I have to pay for it another time?

yes, there is an amount they charge you for the 'engineering service' of changing the system.

That cost is going to be lowered in the future, but no idea when...

Also, another short question -
Is your sensor range (i.e. furtherest away you can acquire a target for missile locks and to get target load out info) without any upgrades 800m right now?

#703 Koniving

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Posted 06 January 2014 - 07:36 AM

View Postsomenothing, on 06 January 2014 - 07:14 AM, said:

Also, another short question -
Is your sensor range (i.e. furtherest away you can acquire a target for missile locks and to get target load out info) without any upgrades 800m right now?


Some say 750, some say 800. Since you can detect targets solo beyond the 750 meter veil of the thermals/night vision I'd say closer to 800.

#704 Tylerchu

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Posted 06 January 2014 - 04:10 PM

View PostKoniving, on 06 January 2014 - 07:36 AM, said:


Some say 750, some say 800. Since you can detect targets solo beyond the 750 meter veil of the thermals/night vision I'd say closer to 800.


Just going to put this out here, using night vision helps to see farther on certain maps such as Alpine, Caustic, and ummm...there was a 3rd map that it was really useful on. With NV on Alpine, I can see and count mechs easily past 2000m. Since I'm not a tactical player, it really doesn't help me but it would help others to try to intercept them based on this preliminary information.

#705 Kaosity

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Posted 06 January 2014 - 09:12 PM

View PostMahws, on 05 January 2014 - 05:03 AM, said:

If it was a stock armor Blackjack (a lot of newer players seem to leave their armor stock) to one hit kill it firing into the rear center you'd have had to do 18+28 = 46 points of damage. If it was me in one of my blackjacks you'd have had to do 38. Either way liable to survive your attack.

I can see where the 18 comes from (the armor itself) but where do you get the 28?

P.S. My currently favorite mech does 53 on alpha (AC20 + 2 LL + 3 ML). I can't remember the last time 2 alphas (that's 106 total) on the rear CT of a BJ took it down (usually 50-150 meters and BJ standing still so it is well within the range of all weapons and no laser "wondering"). But I digress... my question is where did the 28 come from?

Edited by WhenReaperComes, 06 January 2014 - 09:14 PM.


#706 TheCaptainJZ

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Posted 06 January 2014 - 09:14 PM

28 would be the internal structure which is half the max possible armor points for that section.

#707 Koniving

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Posted 06 January 2014 - 09:18 PM

View PostTylerchu, on 06 January 2014 - 04:10 PM, said:


Just going to put this out here, using night vision helps to see farther on certain maps such as Alpine, Caustic, and ummm...there was a 3rd map that it was really useful on. With NV on Alpine, I can see and count mechs easily past 2000m. Since I'm not a tactical player, it really doesn't help me but it would help others to try to intercept them based on this preliminary information.


Correct. Though "officially" it's only 750 meters. I've noticed this works very well on Forest Colony at the edges of 750 and 800 meters as it literally highlights enemies in bright green against black (really PGI? Really?) and on Crimson Strait where the ranges are -- in some areas -- nearly 900 meters.

What I love is on some maps with the map-native smoke (not created by battlemech damage), you can see right through it with night vision. Ever wonder how people can shoot you through volcanic smoke? That's how.

#708 Mahws

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Posted 06 January 2014 - 09:26 PM

Huh. Well that certainly explains a lot of sudden explosions and death I've experienced. Hope they do something about that, the plumes already block heatvision though, right?

View Postmikelovskij, on 06 January 2014 - 07:04 AM, said:

Hi, this question has probably been asked 1k times but it's quick to asnwer and I cannot find enoguh informations about it: if I remove the artemis from a mech, when I add it again do I have to pay for it another time?

Some info on the rework to Artemis:
http://mwomercs.com/...ork-to-artemis/

This should come on February 4th with ui2.0.

View PostIraqiWalker, on 06 January 2014 - 05:28 AM, said:

Also, speaking as a light mech pilot, I win 60-80% of all "Assault" matches because of capping, either with a cap feint, or actually fully capping the enemy. Never under-estimate capping, or cap accels, which I would argue are even more important now that capping is harder.


I've dealt with plenty of caps, on both ends of them (I've done my time in 'Mandos as well :P). Although I completely agree that it's useful and I know that cap feinting can be very effective I'm not personally sold that a 15% increase in capping speed will make a noticeable difference to the effectiveness of feints, after all most people only feint long enough to get 1/3 of the cap down at most, so I'm not sure the difference in cap speed would even be visible to most enemy players. That being said, experience gives credibility and I'm willing to bet you've spent more time on caps than I have, so a new player is probably better taking your word for it than mine.

View PostNick Makiaveli, on 05 January 2014 - 10:47 PM, said:

-post-

That's a good point about the XP. As an established player c-bills are the big shortage so I might be underestimating how important XP is to a new player. A 275XP bonus is certainly nothing to sneeze at.

And thanks for the apology, I completely understand. This place can get really negative and aggressive, I don't blame you for being on edge at all, I've had the same reaction more than once myself.

Edited by Mahws, 06 January 2014 - 09:26 PM.


#709 Kaosity

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Posted 06 January 2014 - 09:33 PM

View PostTheCaptainJZ, on 06 January 2014 - 09:14 PM, said:

28 would be the internal structure which is half the max possible armor points for that section.

Thanks for the quick response. Makes sense. Does it apply to all other hit box locations or only those with front/rear values?

Again... thx

Edited by WhenReaperComes, 06 January 2014 - 09:37 PM.


#710 Nothing Whatsoever

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Posted 06 January 2014 - 09:51 PM

View PostWhenReaperComes, on 06 January 2014 - 09:33 PM, said:

Thanks for the quick response. Makes sense. Does it apply to all other hit box locations or only those with front/rear values?

Again... thx


You can apply this to any section. Torsos you need to add the front and back, or you can also use smurphy's to get the total armor points for different sections to get the internal structure values by then dividing that total armor total by 2.

The unique one is the head that should have 15 points, plus armor.

Edited by Praetor Shepard, 06 January 2014 - 09:54 PM.


#711 Nick Makiaveli

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Posted 07 January 2014 - 08:37 PM

View PostMahws, on 06 January 2014 - 09:26 PM, said:

That's a good point about the XP. As an established player c-bills are the big shortage so I might be underestimating how important XP is to a new player. A 275XP bonus is certainly nothing to sneeze at.

And thanks for the apology, I completely understand. This place can get really negative and aggressive, I don't blame you for being on edge at all, I've had the same reaction more than once myself.


Well I am certainly not the c-billionaire they were talking about, but as I generally just upgrade one mech at a time I don't really worry too much about c-bills, though once I finish the PP mechs, and start trying to save for a new one (eyeballing an Atlas) cash will definitely go up in importance.

As to the apology, I rarely make them as I am rarely wrong, so cherish it. Might be the only one you ever see!! :lol:

#712 Dutch51

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Posted 09 January 2014 - 05:51 PM

Everytime I start the game it says to patch and then starts redownloading 3702 mbs, then I can play it. If I exit the application I have to start the process over again. What is wrong?

#713 luxebo

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Posted 09 January 2014 - 06:04 PM

View PostTylerchu, on 06 January 2014 - 04:10 PM, said:

Just going to put this out here, using night vision helps to see farther on certain maps such as Alpine, Caustic, and ummm...there was a 3rd map that it was really useful on. With NV on Alpine, I can see and count mechs easily past 2000m. Since I'm not a tactical player, it really doesn't help me but it would help others to try to intercept them based on this preliminary information.

I think you are talking about River City Night, though sometimes in long range I flick it off to see mechs far. Thermal I really don't find useful, though sometimes it's hard to see in Frozen City normal with snowstorms. Frozen City Night is actually better. Terra Therma is also another map that utilizes night vision, though I only really use alternate visions in River City Night. I don't really understand how it could help in Alpine, though Caustic sometimes is smoky, which is why I maybe use it in certain conditions.

Edit:

View PostDutch51, on 09 January 2014 - 05:51 PM, said:

Everytime I start the game it says to patch and then starts redownloading 3702 mbs, then I can play it. If I exit the application I have to start the process over again. What is wrong?

I've seen this problem many times already mentioned, though I'm not quite sure what the solution is. Best to contact support first before anything. Also, you can look around in the forums to find a question similar to yours.

Edited by luxebo, 09 January 2014 - 06:06 PM.


#714 Nick Makiaveli

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Posted 10 January 2014 - 09:39 AM

View PostDutch51, on 09 January 2014 - 05:51 PM, said:

Everytime I start the game it says to patch and then starts redownloading 3702 mbs, then I can play it. If I exit the application I have to start the process over again. What is wrong?


What Lux said plus search the forum for Repair Tool. I think I saw someone say this solved their issue. It doesn't take terribly long to run, and if it doesn't solve the issue you can still email support.

The only other thing i can think of would be to do a complete uninstall, run CCleaner to make sure it was all gone, and then reinstall.

#715 TercieI

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Posted 10 January 2014 - 09:55 AM

View PostNick Makiaveli, on 10 January 2014 - 09:39 AM, said:


What Lux said plus search the forum for Repair Tool. I think I saw someone say this solved their issue. It doesn't take terribly long to run, and if it doesn't solve the issue you can still email support.

The only other thing i can think of would be to do a complete uninstall, run CCleaner to make sure it was all gone, and then reinstall.


Repair tool is downloadable here:

http://mwomercs.com/...public-release/

Worked for me the one time I had an issue.

#716 Nick Makiaveli

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Posted 10 January 2014 - 10:37 AM

View PostTerciel1976, on 10 January 2014 - 09:55 AM, said:


Repair tool is downloadable here:

http://mwomercs.com/...public-release/

Worked for me the one time I had an issue.


Thanks for the link. On a laptop with no mouse and I hate the touchpad for c/p. Actually I hate the touchpad period.

#717 Varbane1313

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Posted 10 January 2014 - 12:23 PM

I would like to get my hands on a Battle Master, but can't seem find where to buy one. I know they are not avaliable for C-Bills, but did I simply miss my chance to buy one with MC?

#718 Alaskan Nobody

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Posted 10 January 2014 - 01:29 PM

View PostVarbane1313, on 10 January 2014 - 12:23 PM, said:

I would like to get my hands on a Battle Master, but can't seem find where to buy one. I know they are not avaliable for C-Bills, but did I simply miss my chance to buy one with MC?


The are not (or have not been) available for MC yet.
They were available for preorder with the Phoenix Package, but that was not for MC - but rather $ strait up.
They should be available sometime (this? next? one of the two - and I keep forgetting) month.

#719 TercieI

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Posted 10 January 2014 - 01:41 PM

View PostShar Wolf, on 10 January 2014 - 01:29 PM, said:


The are not (or have not been) available for MC yet.
They were available for preorder with the Phoenix Package, but that was not for MC - but rather $ strait up.
They should be available sometime (this? next? one of the two - and I keep forgetting) month.


1/21 I think for CB/MC

#720 Redshift2k5

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Posted 10 January 2014 - 02:38 PM

Battlemaster should be available next patch, with the Saber reinforcements coming the following two months.





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