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#7181 DavidStarr

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Posted 10 January 2017 - 09:51 AM

View PostRogue Jedi, on 10 January 2017 - 09:22 AM, said:

your Mechs performance does not increase after firing 20 tons of ammo (yes I have done so in CW matches)

LRMs? Posted Image
I can't imagine a mech spending 20 tons of any other ammo before being destroyed. Except maybe AMS Posted Image

#7182 Tesunie

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Posted 10 January 2017 - 10:30 AM

View PostLeone, on 10 January 2017 - 01:16 AM, said:

Ha! When I started I actually downgraded my Shadowhawks to Daishi (Direwolf) speeds because I could still do so and make it to the front before half my team back when I started. It's a bit rough though. Hard to twist when your that slow. I still probably don't twist as much as I should because I learned the game face tanking everything with dual uac's and a 3/5 table top move speed.

~Leone.


I remember back when I first started player (Pulls my cane and starts waving it) the typical mech speed was much slower. You could get away with far smaller engines in your mechs, as speed wasn't as needed back then as it seems to be now. With the introduction of Clan mechs, all mechs suddenly needed to go faster "or be left behind to die alone".

I really wished that they would unlink twist speeds from engine size. That just doesn't make very much sense to me in relation to BT. It could also create a good balancing point for some mechs, to be able to set their twist speeds at different rates... (My opinion of course.)

View PostDavidStarr, on 10 January 2017 - 09:51 AM, said:

LRMs? Posted Image
I can't imagine a mech spending 20 tons of any other ammo before being destroyed. Except maybe AMS Posted Image


You'd be surprised. Given enough time and being ignored long enough, any weapon can go through a lot of ammo. One I can think of would be Gauss, being a long range weapon. Same with SRMs, if you are ignored over other teammates and/or are really sneaky. Though 20 tons is a bit much for many mechs to take and still have weapons. We are probably talking about an Assault class mech here... Just a guess. (And LRMs would fit the description better... So they are possible.)

#7183 DavidStarr

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Posted 10 January 2017 - 10:33 AM

View PostTesunie, on 10 January 2017 - 10:30 AM, said:

One I can think of would be Gauss, being a long range weapon.

Quad Gauss Kodiak, maybe? Two Gaus riffles chew through ammo kinda slowly.
Dual UAC/20s throw a lot of weight through the air, but they're close-ish range, same as SRMs, and close range mechs usually don't live long enough (exceptions happen, of course).

#7184 Rogue Jedi

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Posted 10 January 2017 - 12:07 PM

View PostDavidStarr, on 10 January 2017 - 09:51 AM, said:

LRMs? Posted Image
I can't imagine a mech spending 20 tons of any other ammo before being destroyed. Except maybe AMS Posted Image



I have got through 7 tons of Gauss ammo for a single rifle on a Shadow Hawk a few times (the varient with just the 1 laser and I could not think what to spend the tonage on after the Gauss and ERLL, so I went overboard on ammo)

but yes the times I got through 21.5 tons of ammo were in a BLR with 3 LRM15s TAG and 3 MPL, the most sucessful time I was with a LRM lance defending the central gateway on Sulferace Rift against an enemy push, it took more than 2 waves of enemys to run out of ammo but I was at something like 2400 damage with about 6 kills and a dozen or more assists when the Mech (my first) died because I closed to MPL range after the ammo bins ran dry, this was when CW was still new.

I have used 10-15 tons of a variaty of diferant weapons but 20+ has only happened with LRMs

#7185 Aescwulf

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Posted 11 January 2017 - 08:36 AM

Frozen City, everyone wants to sit at extreme ranges with all of the assaults at the very back of the battle line as a short-medium brawler what can I do?

This situation pops up every time on this map and I constantly lose on it, even when I've decided I have to talk to my team and no one wants to talk back or do anything.

#7186 DavidStarr

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Posted 11 January 2017 - 08:56 AM

View PostAescwulf, on 11 January 2017 - 08:36 AM, said:

Frozen City, everyone wants to sit at extreme ranges with all of the assaults at the very back of the battle line as a short-medium brawler what can I do?

I can't give you specific advice as to where to move (because I don't know the map by heart, and also because I only remember one side of it well), but this rarely is a problem for me. There definitely are lanes where you stay in cover and get to the brawling area safe from snipers... for the most part. That's why I actually like this map quite a bit - suits all play styles. Liked the old Frozen City better, but it is still OK.

#7187 Tesunie

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Posted 11 January 2017 - 09:12 AM

View PostAescwulf, on 11 January 2017 - 08:36 AM, said:

Frozen City, everyone wants to sit at extreme ranges with all of the assaults at the very back of the battle line as a short-medium brawler what can I do?

This situation pops up every time on this map and I constantly lose on it, even when I've decided I have to talk to my team and no one wants to talk back or do anything.


You have two options as far as I can see it.
1. Stick with your team and try to protect them when the inevitable push comes and the battle gets closer.
2. Find a way to sneak close to the enemy (the sides tend to have reasonable safe paths), along, and just consider it "a good day to die". Try to take at least one enemy mech down with you, and if you can something bigger than you. If you can, you didn't actually hinder your team with your death.

Of course, these two options presume pugging it alone and that your team is being non-responsive to chatter. If you are in a group, things change...

#7188 DavidStarr

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Posted 11 January 2017 - 09:44 AM

View PostTesunie, on 11 January 2017 - 09:12 AM, said:

1. Stick with your team and try to protect them when the inevitable push comes and the battle gets closer.

To add to this point, I've actually found out that usually at least some of our assaults will go the right way. I just stick with the assaults that start moving soon and aren't sitting in the base.

#7189 Aescwulf

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Posted 11 January 2017 - 09:49 AM

Yeah thats what I try to do, find an assault and become best friends.
In my last game on Frozen City I did try to sneak around the side going from cover to cover, because we pretty much had all of our lights behind enemy lines spotting everyone.

I usually pug it alone because there really isnt a centralised TS or discord server to go onto to randomly team up with people that isn't active in Europe.

#7190 Xaat Xuun

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Posted 12 January 2017 - 12:05 PM

not recommended, but can be fun, you could dog them, push into them, then go out towards your team fire line, they give chase, and now wide open for your teams fire line to lay down the damage.

or


just go out back away from LRM's, kick your feet up, thumb through some mech porn you brought along, till you get a bleep on Radar, or your team decides to push

#7191 805mAc

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Posted 12 January 2017 - 01:45 PM

View PostXaat Xuun, on 12 January 2017 - 12:05 PM, said:

not recommended, but can be fun, you could dog them, push into them, then go out towards your team fire line, they give chase, and now wide open for your teams fire line to lay down the damage.

or


just go out back away from LRM's, kick your feet up, thumb through some mech porn you brought along, till you get a bleep on Radar, or your team decides to push

That's Typically what I do. The beep always comes sooner or later.

#7192 Irishtoker

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Posted 13 January 2017 - 01:21 PM

Can someone explain the Team damage/ Team Kill Penalty system? How it works, the values associated. Any info would be appreciated.

Seems like lately I cannot avoid team damage, and even the occasional team kill. This has made it impossible to group up for consecutive matches. I end up leaving group in order for my fellow pilots to continue playing, and waiting out the penalty.


Clearly I should be avoiding killing my team members, don't need advice on that.


Thank you.

#7193 Tesunie

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Posted 13 January 2017 - 01:28 PM

View PostIrishtoker, on 13 January 2017 - 01:21 PM, said:

Can someone explain the Team damage/ Team Kill Penalty system? How it works, the values associated. Any info would be appreciated.

Seems like lately I cannot avoid team damage, and even the occasional team kill. This has made it impossible to group up for consecutive matches. I end up leaving group in order for my fellow pilots to continue playing, and waiting out the penalty.


Clearly I should be avoiding killing my team members, don't need advice on that.


Thank you.


Stop killing your teammates... Oh, you already know that one. Posted Image

A single Team Kill will trigger the penalty. The first time is 10 seconds. After that, it steeply goes up. Be careful, you can be banned for this is it happens to often and/or if it appears you are doing so intentionally.

As for team damage, after a fairly high amount of team damage, you can get the same penalty as a team kill. This penalty will also stack with any Team Kill penalties acquire and vice versa. (I believe this also can stack with "leaving a match early" penalties. That happens if you leave a match while your mech is still alive, and don't rejoin within 30 seconds or 2 minutes (not sure). A connection issue or even a game crash can cause this penalty, so just deal with it when it happens.)


Best advice I can say is to just try and be aware of your teammates around you, as well as where your guns are placed on your mech. Sometimes though, it just can't be helped. If a teammate dives into your shots mid laser, try to pull your weapons off their mech, but they caused the team damage themselves at that point and there is little more you can do to avoid it.


Sadly, I don't have anything more specific. I can say that I've gotten hit with the penalty a few times myself, so it happens to just about everyone eventually.

#7194 DavidStarr

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Posted 15 January 2017 - 04:30 AM

When staggering fire with, say, an ERLL which has pretty long beam duration, do I start counting 0.5 s from the moment the beam appears, or from the moment it ceases?

#7195 Spangle

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Posted 15 January 2017 - 07:16 AM

View PostDavidStarr, on 15 January 2017 - 04:30 AM, said:

When staggering fire with, say, an ERLL which has pretty long beam duration, do I start counting 0.5 s from the moment the beam appears, or from the moment it ceases?


Kind of the same question but on LRMs

IS fires as a cluster so you get the 0.5s gap between shots but to me Clan seems to wait 0.5s after the first LRM has left the first launcher before starting the stream cycle on the next? If that makes sense...

#7196 DavidStarr

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Posted 15 January 2017 - 08:02 AM

Has anyone tried to figure out which arm the ammo is drawn from first, left or right? It's very important for those loadouts where you must place ammo into an arm!

Edited by DavidStarr, 15 January 2017 - 08:02 AM.


#7197 S 0 L E N Y A

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Posted 15 January 2017 - 03:28 PM

View PostDavidStarr, on 15 January 2017 - 08:02 AM, said:

Has anyone tried to figure out which arm the ammo is drawn from first, left or right? It's very important for those loadouts where you must place ammo into an arm!


Yep, you should be able to find a precise listining, but in general it goes right to left.

#7198 TercieI

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Posted 15 January 2017 - 03:48 PM

View PostDavidStarr, on 15 January 2017 - 08:02 AM, said:

Has anyone tried to figure out which arm the ammo is drawn from first, left or right? It's very important for those loadouts where you must place ammo into an arm!

View PostBoogie138, on 15 January 2017 - 03:28 PM, said:

Yep, you should be able to find a precise listining, but in general it goes right to left.


I wish this forum's search function didn't suck.

The order is (per Karl Berg an subsequent testing): CT-RT-LT-LA-RA-LL-RL-HD

#7199 Tesunie

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Posted 15 January 2017 - 03:51 PM

View PostDavidStarr, on 15 January 2017 - 04:30 AM, said:

When staggering fire with, say, an ERLL which has pretty long beam duration, do I start counting 0.5 s from the moment the beam appears, or from the moment it ceases?

View PostSpangle, on 15 January 2017 - 07:16 AM, said:


Kind of the same question but on LRMs

IS fires as a cluster so you get the 0.5s gap between shots but to me Clan seems to wait 0.5s after the first LRM has left the first launcher before starting the stream cycle on the next? If that makes sense...


As far as my knowledge goes, I believe it is as soon as the weapon starts to shoot is when the Ghost Heat timer is set. So, it's at the start of the laser beam, the start of the wave of LRMs (for Clan versions) and as soon as the first AC shell leaves the barrel (for clan ACs).

I will give some margin that I could be completely wrong on this, but this is what I last had heard and it follows through with the basics of what I have experienced.

#7200 TwilightTactician

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Posted 15 January 2017 - 04:26 PM

Okay, I'm sure someone has asked this before, but I simply cannot find the answer anywhere.
How do I increase the volume of my teamates audio, the soundeffects are always way louder and I can never hear them.





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