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#7141 DavidStarr

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Posted 07 January 2017 - 11:11 AM

Genius! There are different terms for different weapon types, I believe. AC/5 and ac/10 are both "autocannon ammo", but AC and UAC are different. That gives us what, 6 types of ammo? 7 if S-SRM is different from SRM?
Edit: forgot LB-X, that's +1.

Edited by DavidStarr, 07 January 2017 - 11:12 AM.


#7142 Rogue Jedi

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Posted 07 January 2017 - 12:30 PM

On types of ammo, there are; MG, cMG, GAUSS, cGAUSS, AC2, cAC2 cUAC2, cLBX AC2, AC5, UAC5, cAC5, cUAC5, cLBX AC5, AC10, LBX AC10, cAC10, cUAC10, cLBX AC10, AC20, cAC20, CUAC20, cLBX aC20, SRM, SSRM, ASRM, cSRM, cSSRM, cASRM, NARC, LRM, ALRM, cLRM, cALRM and cNARC.

So I think that is 35 ammo types each available in both 1 ton and half ton increments, so 70 diferant ammo types because 1 ton of ammo cannot be split up for 2 half tons (yes I have tried, full ton and half ton are catagorised seporately)

#7143 DavidStarr

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Posted 07 January 2017 - 01:36 PM

View PostKoniving, on 07 January 2017 - 11:07 AM, said:

....Scratch that. What I said wouldn't tell you the consumption order. But you could use a unique type of ammo in two different spots to determine which one is preferred over the former by watching the ammo counter (even if the ammo isn't 'destroyed', if the limb is and it has the ammo the ammo will hit zero, assuming 1 ton of ammo per location for two locations).

I was just scratching my head after realizing that won't help, and then seen your edit. Exactly what I thought.

I did, however, take this (incorrect) order into account on builds that have many free slots. I stuffed some ammo into places where I knew it would be spent sooner than I will receive much damage, and the remaining ammo - into safer places. What no longer exists, cannot go boom!

Edited by DavidStarr, 07 January 2017 - 11:07 PM.


#7144 Tesunie

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Posted 07 January 2017 - 05:13 PM

View PostDavidStarr, on 07 January 2017 - 01:36 PM, said:

I was just scratching my head after realizing that won't help, and then seen your edit. Exactly what I thought.

I did, however, take this (incorrect) order into account on builds that have many free slots. I stuffed more ammo into places where I knew it would be spent sooner than I will receive much damage. What no longer exists, cannot go boom!


If you wanted to test it, there is a way you can do so which would require a private lobby to make the tests.

If you wish to just test the information already given to you, load a mech up with a single ton of ammo in each component, and a matching weapon on it. Be it LRMs, SRMs, MG, ACs, whatever.

From there, go to the private match. Get together with your tester. Shoot a single ton of ammo out, and then blow up the component that is suspected of having the ammo drawn from. In theory, if the ammo was drawn from that location, than when it is destroyed, your ammo count should not change. If you lose ammo (it gets destroyed), than that component still had ammo stored in it proving that part of the draw system is false.

Only sections you can't check would be the head, CT and at least one leg (at least in one test). If you get a false test, you can always try again and reverse the test, or test to see which specific component was emptied by blowing each one off selectively (of course, after using a ton of ammo). If it's correct on the first, than that portion of the information is correct, and then waste another ton of ammo and destroy the next component on the list.

#7145 Rogue Jedi

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Posted 07 January 2017 - 10:45 PM

if using Tesunie's testing method I would strongly recomend using a Clan Mech, otherwise an ammo explosion in an arm or leg could blow off the arm and trigger an explosion in the side which could kill the Mech, Clan Mechs have CASE fitted in each componant CASE stopps the damage from passing to the next compont while IS Mechs can only fit CASE in the side torsos

#7146 DavidStarr

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Posted 08 January 2017 - 06:26 AM

Questions about elite mech skills:
1. What is weapon convergence speed? Does it imply weapons in different locations take different time to re-aim? That shouldn't be the case...
2. Does the Quick Ignition skill affect startup and shutdown due to overheating, or only manual power off / power on?

#7147 TercieI

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Posted 08 January 2017 - 09:54 AM

View PostDavidStarr, on 08 January 2017 - 06:26 AM, said:

Questions about elite mech skills:
1. What is weapon convergence speed? Does it imply weapons in different locations take different time to re-aim? That shouldn't be the case...
2. Does the Quick Ignition skill affect startup and shutdown due to overheating, or only manual power off / power on?


1. If you're asking about the Pinpoint skill, it literally does nothing (and has for several years). Always buy it last.

2. My impression was that Quick Ignition increased acceleration, but I don't have the text in front of me.


#7148 DavidStarr

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Posted 08 January 2017 - 10:24 AM

1. Yep, that. Gotcha. Sounds like legit use of hard-earned XP... You hear, PGI? LEGIT!!!
2. It claims to speed up power up and power down sequences and I'm struggling to think of any practical use for that.

Edited by DavidStarr, 08 January 2017 - 10:24 AM.


#7149 TercieI

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Posted 08 January 2017 - 10:31 AM

1. It's a great skill. It doubles basics! ;)
2. Huh. I'll have to read it because if so that's kinda dumb.

#7150 DavidStarr

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Posted 08 January 2017 - 11:44 AM

How often do mechbays go on sale, typically?
And are there any options for getting them other than straight buying in-game for MC, or doing a whole lot of faction play for each faction?

#7151 TercieI

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Posted 08 January 2017 - 12:01 PM

View PostDavidStarr, on 08 January 2017 - 11:44 AM, said:

How often do mechbays go on sale, typically?
And are there any options for getting them other than straight buying in-game for MC, or doing a whole lot of faction play for each faction?


Rarely(2-3 times a year), but twice recently. Buy them, come with packs, win from caches/stockings...

I agree with you on Quick Ignition. That's...pretty useless.

Edited by TercieI, 08 January 2017 - 12:01 PM.


#7152 DavidStarr

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Posted 08 January 2017 - 12:05 PM

View PostTercieI, on 08 January 2017 - 12:01 PM, said:

I agree with you on Quick Ignition. That's...pretty useless.

I thought maybe it helps to recover from overheating faster?

View PostTercieI, on 08 January 2017 - 12:01 PM, said:

come with packs

You mean mech packs? Then they're occupied by your new mechs, so moot point (IMO). Or do you mean something else?

#7153 Leone

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Posted 08 January 2017 - 12:10 PM

View PostDavidStarr, on 08 January 2017 - 12:05 PM, said:

I thought maybe it helps to recover from overheating faster?

That it does! Rarely used on many a build a good redline mech can make some solid use outta the quicker startup times if the enemy is distracted in a push. Otherwise you've just shutdown infront of someone and are gonna die anyways.

~Leone

#7154 Rogue Jedi

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Posted 08 January 2017 - 12:13 PM

View PostDavidStarr, on 08 January 2017 - 12:05 PM, said:

I thought maybe it helps to recover from overheating faster?

there are other legitimate uses of shutting down, e.g. breaking a missile lock (risky) or ambusing the enemy

Quote

You mean mech packs? Then they're occupied by your new mechs, so moot point (IMO). Or do you mean something else?


yes, the Mechbays which come with packs are occupied by Mechs, but that does get you extra Mechbays and if you later sell the Mech (I will not go into the positives and negitives of selling Mechs here, or the conversation would probably take up the next 5 pages) you can use those bays

#7155 DavidStarr

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Posted 08 January 2017 - 12:20 PM

View PostRogue Jedi, on 08 January 2017 - 12:13 PM, said:

there are other legitimate uses of shutting down, e.g. breaking a missile lock (risky) or ambusing the enemy

I actually thought of tactical uses for shutdown, and I don't mean those situation when only one light mech remains in a CQ game and we will win if he manages to stay undetected. I thought of things like fights of 3+ vs 3+ and shutting down to fool the enemy into thinking they killed you, or just to disappear from the screen/minimap for a moment so that they stop focusing you; or if someone is chasing you alone, hiding and shutting down to let them pass and then surprise from behind.

Is there a video tutorial on using shutdown to gain advantage?

#7156 Rogue Jedi

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Posted 08 January 2017 - 12:28 PM

View PostDavidStarr, on 08 January 2017 - 12:20 PM, said:

I actually thought of tactical uses for shutdown, and I don't mean those situation when only one light mech remains in a CQ game and we will win if he manages to stay undetected. I thought of things like fights of 3+ vs 3+ and shutting down to fool the enemy into thinking they killed you, or just to disappear from the screen/minimap for a moment so that they stop focusing you; or if someone is chasing you alone, hiding and shutting down to let them pass and then surprise from behind.

those all could be valid uses, especialy if your Mech has taken some damage and is smoking, find somewhere to stand and power down and the enemy can easily confuse your fully functional Mech for a dead Mech, however I would not risk trying that while the enemy are actively pursuing me because it takes a second to power back up and if I was chasing a Mech, walked around the corner and there was a "dead" Mech of the same type I would shoot it, if the crosshare does not flash red I know it realy is a dead Mech.

View PostDavidStarr, on 08 January 2017 - 12:20 PM, said:

Is there a video tutorial on using shutdown to gain advantage?

not that I am aware of

#7157 DavidStarr

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Posted 08 January 2017 - 12:55 PM

View PostRogue Jedi, on 08 January 2017 - 12:28 PM, said:

however I would not risk trying that while the enemy are actively pursuing me because it takes a second to power back up and if I was chasing a Mech, walked around the corner and there was a "dead" Mech of the same type I would shoot it, if the crosshare does not flash red I know it realy is a dead Mech.

Yep, I meant actually hiding behind some obstacle, like a building if it's a city map. Otherwise it won't work.

Edited by DavidStarr, 08 January 2017 - 12:56 PM.


#7158 Tesunie

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Posted 08 January 2017 - 04:05 PM

View PostDavidStarr, on 08 January 2017 - 06:26 AM, said:

Questions about elite mech skills:
1. What is weapon convergence speed? Does it imply weapons in different locations take different time to re-aim? That shouldn't be the case...
2. Does the Quick Ignition skill affect startup and shutdown due to overheating, or only manual power off / power on?


Although it seems to have already been answered:
1. It does nothing, but it is needed to complete Elite skills. Once you have all Elite skills unlocked for a chassis, than it doubles your basic skills. Save this one for last, as it's only good for completing basics.


2. Quick ignition speeds up your mech restarting, for any reason. It has come in handy a lot of times for me in matches. You'd be surprised how just that fraction of a second sooner start up can save you, especially if you can quickly twist your torso so they don't hit your damaged parts and out right kill you.

This skill also comes in handy when you've shut down from overheat, and you hit the override button. It lets your mech reboot that much faster, and even if you are still overheating you can at least move behind cover and then turn off the override to shut safely down again (if you survived).

Quick ignition is a handy skill to have unlocked, but Speed Tweak should always be your first Elite to unlock. It's the most useful out of all the Elite skills. Then Fast Fire or Quick Ignition next as each can be helpful. Fast Fire actually can be a detriment sometimes, because if you are running a hot mech and you get to shoot faster... Yeah.

As always, it depends upon the situation.

#7159 DavidStarr

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Posted 09 January 2017 - 02:06 AM

Got a really short question for you guys: Warhammer, Archer, Marauder, Cyclops or Kodiak for tier 3 quickplay?

#7160 Audacious Aubergine

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Posted 09 January 2017 - 02:20 AM

View PostDavidStarr, on 09 January 2017 - 02:06 AM, said:

Got a really short question for you guys: Warhammer, Archer, Marauder, Cyclops or Kodiak for tier 3 quickplay?

Marauder





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