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#7101 no one

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Posted 03 January 2017 - 05:58 PM

View Posthotmatrixx, on 03 January 2017 - 04:57 PM, said:

How long before I figure out if I like/am good at MWO?


There's no simple answer, but one nice thing about MWO is that you don't need to spend to get into it. You have trial 'mechs to try and four 'Mech bays to start with. You can grind c-bill for 'mechs and eventually you can earn or buy more bays for 150MC on sale. Hold on to your cash until you know what class of 'mech suits you and then you can grab the Hero 'Mech variant for a chassis you really like for 'MC. Don't bother with Champion 'mechs, supply crates are essentially never worth opening. Colors and camo at your own discretion.

For starters just, run the tutorial, and kick around in some starter 'mechs. There is a skill tree and it will impact your play, so don't get too discouraged if you get turned inside out a few times. Once you've settled on a chassis it may take two or three days to master and get full use of it. It's usually better to try medium or heavy 'mechs first since lights are fragile and assaults are barely mobile. Some of the forum tutorials and videos of play will really help you if you aren't familiar with Mechwarrior but following your team mates and shooting what they shoot is the foundation of all good pilots.

Good Luck

Edited by no one, 03 January 2017 - 06:02 PM.


#7102 Jingseng

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Posted 03 January 2017 - 06:00 PM

give it like, 2-3 weeks of playing a lot, or a month of more casual paced playing

#7103 Audacious Aubergine

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Posted 03 January 2017 - 11:21 PM

Is there any noticeable difference in PPC speed when using a TC-II? Trying to decide if I should bother keeping one in favoure of heatsinks on a Night Gyr

#7104 DavidStarr

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Posted 03 January 2017 - 11:35 PM

How does base capture speed in Assault mode scale with the number of mechs on cap? Is it linear, or is there a diminishing return to having lots of people capping instead of holding the enemy back while fewer mechs cap?

And another question: what's your opinion on clan Streak SRM vs. regular SRM? Do you think streaks deal more reliable damage thanks to tracking and longer range, or do you think it doesn't matter at such close range and dumbfire SRMs should be preferred for higher damage per rocket?
I liked the stock Kodiak Spirit Bear loadout a lot - it comes with 6 S-SRM6. Being locked down by ECM is no fun, but that doesn't happen too often.

#7105 Tesunie

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Posted 03 January 2017 - 11:45 PM

View PostDavidStarr, on 03 January 2017 - 11:35 PM, said:

How does base capture speed in Assault mode scale with the number of mechs on cap? Is it linear, or is there a diminishing return to having lots of people capping instead of holding the enemy back while fewer mechs cap?

And another question: what's your opinion on clan Streak SRM vs. regular SRM? Do you think streaks deal more reliable damage thanks to tracking and longer range, or do you think it doesn't matter at such close range and dumbfire SRMs should be preferred for higher damage per rocket?
I liked the stock Kodiak Spirit Bear loadout a lot - it comes with 6 S-SRM6. Being locked down by ECM is no fun, but that doesn't happen too often.


The more on the base, the faster the cap. How much faster, I honestly don't know (and will leave that to someone more knowledgeable). However, do also keep in mind that if a mech is being shot while trying to capture, that capture attempt will be delayed. That is to say, if any mech trying to capture is taking damage, no mechs can capture that point (from my knowledge).

As for SSRMs and SRMs... preference. If you have a harder time aiming and/or landing damage (or some other complication like different arm weapons and torso missile mounts (Dragon comes to mind)), than SSRMs are better for their homing abilities and their increased range (for clan versions) is an extra bonus. For actual damage and DPS, SRMs are a better source as they reload faster and can shoot without having to wait for any locks. You can also aim the SRMs at a specific component, such as a damaged leg or side torso.

Each have their place, but over all for "skilled" play (read as competitive and higher levels of play) SRMs tend to be the preferred weapon. Not only do they shoot faster, they weigh less, but ECM has no affect and you can select where your damage may go. For hunting specifically fast mechs, or if your PING doesn't suppose SRM play as much, than SSRMs can still be very brutal, and can decimate light mechs with ease.

Some tips for if you ever equip SSRMs (and presuming no SRMs or LRMs), always get Artemis on your mech. It makes you get locks faster, and it will cost you no weight at all for that benefit. Also, always find room for an active probe (BAP or CAP). This will disable a single nearby ECM (I've been told it cancels on the mech you are targeting for Clan versions, but I have not confirmed this as of yet), permitting you to get locks and use those SSRMs.


If I was to choose, I'd choose SRMs over SSRMs, with a few exceptions (such as the Dragon). I've tested this on my Adder, and the SSRMs did reasonable damage, but the SRM version just recked things faster... Overall though, it's all down to what you want to get out of it, and how you are using them.

#7106 DavidStarr

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Posted 04 January 2017 - 12:03 AM

Thanks for another great answer ^^^^^^^^^^^^^^^^^^^^^
Active probe is something I have not thought of, thanks a bunch! And looks like I'll have to experiment with both SRM variants and see what I like better. And yes, I do love to surprise light mechs with 24 S-SRMs in their face Posted Image

Edited by DavidStarr, 04 January 2017 - 12:04 AM.


#7107 DavidStarr

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Posted 04 January 2017 - 01:55 AM

Does 1 point of damage dealt equal one point of armor or structure removed from the target? If I deal 80 points alpha, and assuming it's spot-on, does it mean that any component with 80 or less armor+structure will be destroyed in one shot?

#7108 Tier5 Kerensky

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Posted 04 January 2017 - 02:46 AM

Does clan UAC2 have ghost heat limit? When I double tap a lot of them I seem to sometimes get heat increaces that look just like small ghost heat.


View PostDavidStarr, on 04 January 2017 - 01:55 AM, said:

Does 1 point of damage dealt equal one point of armor or structure removed from the target? If I deal 80 points alpha, and assuming it's spot-on, does it mean that any component with 80 or less armor+structure will be destroyed in one shot?


For sturcture and armor, yes. But I'm not sure if gear in that component adds to it's structure pool.(weapons heatsinks and stuff)

Edited by Teer Kerensky, 04 January 2017 - 03:07 AM.


#7109 Tesunie

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Posted 04 January 2017 - 08:37 AM

View PostDavidStarr, on 04 January 2017 - 01:55 AM, said:

Does 1 point of damage dealt equal one point of armor or structure removed from the target? If I deal 80 points alpha, and assuming it's spot-on, does it mean that any component with 80 or less armor+structure will be destroyed in one shot?


Yes, one point of damage removes one point of health (armor or structure) from your target. If you are hitting with an 80 point alpha (and hit the same location), it will remove at minimum 80 points of health from that location.

Now comes the fun part to explain. Critical hits. These are chance events that can happen once a target is being hit by damage and has it's armor pierced. Even if it is that shot that cut through the armor, if structure takes a hit a critical hit can happen. Critical hits can cause some additional internal damage to the structure and/or to equipment inside that location. (Meaning your 80 point alpha can and is likely to cause actually more than 80 points of damage.)

Then, if the component you hit is destroyed (with that shot or you hit an already destroyed location), the remaining damage will transfer to the nest component in heading to the CT. Each time damage transfers, it is reduced by (I believe) 60%. For example, if your alpha hit a destroyed left arm/leg, it will transfer into the left side torso. If that is also destroyed, it will then transfer again to the CT. (If the arm was destroyed with that attack, the same thing would happen with the remaining damage that was dealt.) This is why side shielding and twisting to redirect damage to "shield arms" is a viable tactic to make your mech more durable.

#7110 Tesunie

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Posted 04 January 2017 - 08:46 AM

View PostTeer Kerensky, on 04 January 2017 - 02:46 AM, said:

Does clan UAC2 have ghost heat limit? When I double tap a lot of them I seem to sometimes get heat increaces that look just like small ghost heat.


For sturcture and armor, yes. But I'm not sure if gear in that component adds to it's structure pool.(weapons heatsinks and stuff)


As far as I can recall, the CUAC2 no longer has any ghost heat on it. But, I've recently been having issues with heat in the game as of two patches ago (might just be me). I've been having shots that shouldn't cause ghost heat to suddenly spike my heat more than it did previously within the same match. I've also been having an issue where my mech shuts down from heat while just above 80% heat but under 98% heat. Its a little random... I don't get why it is doing that as it shouldn't from my knowledge.


As for the second part, additional equipment/gear in a location does not alter it's health pool at all. However, each equipment has a health pool of it's own (typically 10 health) which is used for critical hits that may be dealt to them. This is separate from your mech's health.

Basically, if someone deals a critical hit on your mech (which can happen when you have lost all armor in that location), there is a chance that the enemy can hit your equipment that is in that component. If they deal that equipment's health in damage from that critical hit, that equipment will be disabled for the match. This is how you can have (for example) an arm equipped weapon (PPC, LL, AC2, etc) get disabled but still have the arm location itself still attached to your mech.

#7111 DavidStarr

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Posted 05 January 2017 - 03:59 AM

How long do you think it is until the next batch of mechs goes on sale for C-Bills?

#7112 Spangle

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Posted 05 January 2017 - 04:34 AM

Possibly the wrong place to ask but I still class myself as a noob

Had a look around and can't see anything relating to the below

When the new skill tree system comes out (each mech has its own tree even if you own the same twice) does that mean my 6R and 6R(s), in both marauder and warhammer, will have separate trees now?

If so what will be refunded for them XP wise as I've only played the standard 6R a couple of times and left them standard in case there was ever a standard event on and played around with 6R(s) variants (plus the 30% c-bill boost was nice)

Or is a case of wait and see...

#7113 DavidStarr

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Posted 05 January 2017 - 04:46 AM

Since special and champion variants share XP with their base variant, I would expect them to not be refunded twice.

#7114 Tesunie

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Posted 05 January 2017 - 07:38 AM

View PostDavidStarr, on 05 January 2017 - 03:59 AM, said:

How long do you think it is until the next batch of mechs goes on sale for C-Bills?


Feb 7 is the next date for a C-bill released mech. That mech will be a Huntsman. I have greatly enjoyed the chassis myself, though I would consider it on par with the Nova in relation to abilities. Still, a fairly good mech in my opinion.

On Feb 7th, the Linebacker will be released for MC, and then next month it will see release for C-bills.

Look at the Mech Packs and their release dates (found in their FAQ) to see what will be released soon. They are released in order of their production, and typically (for the moment) a month apart from each other.

#7115 DavidStarr

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Posted 05 January 2017 - 07:44 AM

View PostTesunie, on 05 January 2017 - 07:38 AM, said:

Look at the Mech Packs and their release dates (found in their FAQ) to see what will be released soon. They are released in order of their production, and typically (for the moment) a month apart from each other.

Thanks! I didn't realize it's so... streamlined.
And another related question: is it possible to predict when we will get C-Bills discounts on the regular, "old" mechs?

#7116 Tesunie

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Posted 05 January 2017 - 07:48 AM

View PostSpangle, on 05 January 2017 - 04:34 AM, said:

Possibly the wrong place to ask but I still class myself as a noob

Had a look around and can't see anything relating to the below

When the new skill tree system comes out (each mech has its own tree even if you own the same twice) does that mean my 6R and 6R(s), in both marauder and warhammer, will have separate trees now?

If so what will be refunded for them XP wise as I've only played the standard 6R a couple of times and left them standard in case there was ever a standard event on and played around with 6R(s) variants (plus the 30% c-bill boost was nice)

Or is a case of wait and see...



The term you may be looking for could be "newb" instead of "noob", if you feel you are a relatively new player still. (In MW:O, one can be a newb for a rather long time. Just so much to learn...)


On to the more serious parts of your post, the real question. The new skill tree hasn't been released, so not all the details are out and known (aka: it could change at any time and be something different upon release, or not even get released if too many issues are discovered with it). However, from what we know, any experience spent from a mech (possibly even earn even if it isn't spent, this is unknown right now) will be placed into a Legacy General Experience pool. This pool, being a general experience pool, can then be spent on any mech.

I would assume, knowing this much, that you will only be reimbursed the skills unlocked once, as you only had to unlock them once between the two example mechs. However, you will have the experience from all unlocked skills on all mechs in this general pool. This would include some mechs you probably sold, considering you needed 3 variants of a chassis to level a mech up. I'm going to presume you sold one of not two chassis after leveling, and that experience isn't going to go to waste in the new system.


Overall, I would like to just remind that the new skill system isn't out yet. We are working off knowledge of what was told to us by PGI, with a little speculation as well about how this new system will work and how things will get refunded upon it's release. I personally wouldn't worry too much about it right now, as it's at least a month (or more) away. Just continue to play the game as it is now, and unlock as many skills as you can/want. When things change, deal with it then. Even if you need more experience, you'll eventually get it anyway by playing the game, so you can earn it then (instead of scrambling on it now).

#7117 Tesunie

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Posted 05 January 2017 - 07:52 AM

View PostDavidStarr, on 05 January 2017 - 07:44 AM, said:

Thanks! I didn't realize it's so... streamlined.
And another related question: is it possible to predict when we will get C-Bills discounts on the regular, "old" mechs?


I have no knowledge about the discount system. It seems to have a pattern to me, but still relatively random. So, you may see a sale pop up at any given time. I have noticed that C-bill sales seem to be on the rare side, but have been getting more common over the last few years (as in, it use to never happen).

And another thing to note, sometimes PGI likes to surprise us with mechs not in a mech pack or on prerelease first. It's been a while since they have so it's probably unlikely, but they've surprised us all before with a spontaneous mech just popping into the game without any warning...

#7118 Spangle

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Posted 05 January 2017 - 08:53 AM

View PostTesunie, on 05 January 2017 - 07:48 AM, said:

Overall, I would like to just remind that the new skill system isn't out yet. We are working off knowledge of what was told to us by PGI, with a little speculation as well about how this new system will work and how things will get refunded upon it's release. I personally wouldn't worry too much about it right now, as it's at least a month (or more) away. Just continue to play the game as it is now, and unlock as many skills as you can/want. When things change, deal with it then. Even if you need more experience, you'll eventually get it anyway by playing the game, so you can earn it then (instead of scrambling on it now).


Good point I'll just keep dropping and wait and see what the gods of PGI have planned

#7119 Whiskey Dharma

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Posted 05 January 2017 - 03:00 PM

Does the matchmaker try to match weights between teams?

If I have a design that I like that weighs (say) 55 tons, but then I realize that I can do something similar with a different mech that weighs (say) 45 tons, should I go with the lighter mech to "give" my team 10 tons for someone else?

#7120 IraqiWalker

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Posted 05 January 2017 - 03:22 PM

View PostWhiskey Dharma, on 05 January 2017 - 03:00 PM, said:

Does the matchmaker try to match weights between teams?

If I have a design that I like that weighs (say) 55 tons, but then I realize that I can do something similar with a different mech that weighs (say) 45 tons, should I go with the lighter mech to "give" my team 10 tons for someone else?

Nope. Weight matching went out the window a long time ago. Now it's weight class (unless that changed while I wasn't paying attention?)

so it's not tons, it's lights, mediums, heavies, and assaults.

However, category 1 for matchmaking has, and will be (for quite a while, I believe), PSR.





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