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#741 TheCaptainJZ

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Posted 12 January 2014 - 11:13 PM

I have heard there is a mech cap limit but thought it was 4. but that was a long time ago so i have no idea how accurate that is now.

#742 Nick Makiaveli

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Posted 13 January 2014 - 03:28 PM

View PostTheCaptainJZ, on 12 January 2014 - 11:13 PM, said:

I have heard there is a mech cap limit but thought it was 4. but that was a long time ago so i have no idea how accurate that is now.


Never heard of this, but I believe the cap accel. only works with your mechs contribution. Me (cap accell) and two buddies, is quick, but me and two buddies (3 cap accels) is really fast.

Plus on some maps, like Frozen city, where you almost the whole team on a cap point it seems like it caps almost instantly....

#743 Chocolater

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Posted 13 January 2014 - 04:53 PM

I read a colorful thread today and they made several mentions to a section of the forums called K-town. What does that mean? What subsection of the forums is that?

Edited by Chocolater, 16 January 2014 - 12:56 PM.


#744 TercieI

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Posted 13 January 2014 - 05:06 PM

View PostChocolater, on 13 January 2014 - 04:53 PM, said:

I read a colorful thread today and I they made several mentions to a section of the formums called K-town. What does that mean? What subsection of the forums is that?


Jettisoned Communication under Off-Topic AFAICT. No idea where the name came from.

#745 Craig Steele

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Posted 13 January 2014 - 05:24 PM

View PostTerciel1976, on 13 January 2014 - 05:06 PM, said:


Jettisoned Communication under Off-Topic AFAICT. No idea where the name came from.


Kicked maybe? idk :D

#746 Alaskan Nobody

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Posted 13 January 2014 - 05:29 PM

View PostChocolater, on 13 January 2014 - 04:53 PM, said:

I read a colorful thread today and I they made several mentions to a section of the formums called K-town. What does that mean? What subsection of the forums is that?

Kaetetôã a planet from one of the novels: Far Country.

Only world on record to have sentient aliens.
Also a subsection of the Jettisoned Communications portion of the forum.

Edited by Shar Wolf, 13 January 2014 - 05:29 PM.


#747 VaultTecIng

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Posted 14 January 2014 - 02:58 PM

With heat containment I can boost the basic containment ability of my mech before it reaches the 100% heat scale and shuts down.
The question is: Does every mech has the same standard amount of heat points it can hold before it shuts down or is that amount different? Is there a known number of heat points before a mech overheats?

Thanks in advance.

Edit: Thanks for the answers. It is clear now.

Edited by VaultTecIng, 15 January 2014 - 03:33 PM.


#748 Nothing Whatsoever

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Posted 14 January 2014 - 03:43 PM

View PostVaultTecIng, on 14 January 2014 - 02:58 PM, said:

With heat containment I can boost the basic containment ability of my mech before it reaches the 100% heat scale and shuts down.
The question is: Does every mech has the same standard amount of heat points it can hold before it shuts down or is that amount different? Is there a known number of heat points before a mech overheats?

Thanks in advance.


We have Heat Dissipation and Heat Capacity. With 10 SHS, we start with 1 heat dissipated a second and 40 capacity.

10 DHS, takes us to 2 heat dissipated a second, and 50 capacity.

Cool Run boosts Dissipation, Heat Containment boosts Capacity. So you can use the Weapon Lab from Smurphy's to check that out.

And I can go into more detail if you need.


Edit: Doh! Fixing typo.

Edited by Praetor Shepard, 14 January 2014 - 07:33 PM.


#749 Mahws

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Posted 14 January 2014 - 06:34 PM

Just a note, Praetor made a typo there. It's 10DHS that gives you 50 capacity, (i.e. 10 DHS = 20 SHS).

A quick run down on how heat capacity/dissipation works:

Each mech has a base heat capacity of 30 points. Each single heatsink adds 1 point to that capacity, each DHS adds 2 or 1.4 points depending on whether it's an engine heatsink or not (more on that in a second). Each mech has 0 heat dissipation per second as a base and 0.10 per second for each single heatsink or 2.0 or 1.4 for each double heatsink.

Each engine rated 250 and up has 10 free hidden heatsinks in it included as part of the engine weight. For every 25 points below 250 you need to add a heatsink outside the engine to reach the minimum of 10 required.

Double heatsinks are worth 2.0 extra heat capacity and 0.20 extra heat dissipation if they're 'hidden engine heatsinks' and 1.4 extra heat capacity and 0.14 extra heat dissipation if outside the engine or in the free 'no slots' space added every 25 points on engines over 250 rating.

So formula for a 250 rated engine with 15 heatsinks (including the ten in-engine):
Single Heatsinks-
Heat Cap: 30 base + 15 = 45 (+10% with Heat containment, or +20% once all elite skills unlocked)
Cooling rate: 0.10*15 = 1.5 (+7.5% with Cool Run, or +15% once all elite skills unlocked)

Double Heatsinks-
Heat Cap: 30 base + 20 in engine + 5*1.4 out of engine = 57 (+10% with Heat containment, or +20% once all elite skills unlocked)
Cooling rate: 0.20*10 + 0.14*5 = 2.7 (+7.5% with Cool Run, or +15% once all elite skills unlocked)

A really useful source for testing builds and getting to understand the heat scale/ghost heat is Weapon Heat Simulator.

#750 Denolven

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Posted 15 January 2014 - 04:59 AM

View PostTheCaptainJZ, on 12 January 2014 - 09:16 AM, said:

It is possible (so I've heard) to launch a UAV badly and have an ECM mech higher and actually able to close the distance to block it.

Most maps have places where it's possible that the Mech that launches the UAV is in a lower position, for example when you are in the river in River City. Mechs that are higher (on an obstacle/platform or simply by using jump jets) can be closer to the UAV, because the height of the UAV is determined where you launched it. So it'a always recommended to be as high as possible when launching the UAV (I'm talking about your position, not your condition :ph34r:). Also, there's always the possibility of a flying Spider... (so much for pretending to be serious)

View PostTerciel1976, on 12 January 2014 - 02:10 PM, said:

Patterns are either single-use (one time one mech) or unlocked for a chassis (all non-hero/phoenix/founder/Sarah) variants you own and can be swapped on an off an unlimited number of times.

Note that "single use" means "single apply". You will keep that pattern on that mech as long as you don't change it manually. It does NOT disappear after one battle.
Due to the price difference, the turning point is 10. If you tinker around with your mechs alot and might want to change the pattern very often (more than 10 times), then the full price is better for you. Otherwise I strongly recommend the single use patterns. It's just another trap that probably everyone has fallen into at the beginning.

Edited by Denolven, 15 January 2014 - 05:00 AM.


#751 somenothing

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Posted 17 January 2014 - 12:09 AM

Another question - I see people bring up that you should not lead your target when firing the machine guns because they are "hit-scan" weapons.

But on smurfy, their projectile speed is 100. All lasers don't have speeds (other than PPC & flamers, but they're energy weapons, not lasers..).

So, what gives? I frankly haven't used MGs much, except on this fun 3xMG 3xStreaks SHD build, but otherwise, didn't get to experiment enough on mechs running perpendicular from me...

#752 TheCaptainJZ

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Posted 17 January 2014 - 12:19 AM

What I've heard is that they really operate more like a tag laser dealing constant damage as long as the beam is on target. The visual you see is simply an animation, not actual bullets.

#753 Nick Makiaveli

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Posted 17 January 2014 - 09:52 AM

View Postsomenothing, on 17 January 2014 - 12:09 AM, said:

Another question - I see people bring up that you should not lead your target when firing the machine guns because they are "hit-scan" weapons.

But on smurfy, their projectile speed is 100. All lasers don't have speeds (other than PPC & flamers, but they're energy weapons, not lasers..).

So, what gives? I frankly haven't used MGs much, except on this fun 3xMG 3xStreaks SHD build, but otherwise, didn't get to experiment enough on mechs running perpendicular from me...


I've never lead MGs and had good results with them, for what it's worth. Also, Smurphy most likely is just using that as a placeholder since they are Ballistic weapons and thus have a speed. I am guessing it's how they set up the DB, ie Projectile Speed is required for Ballistic weapons.

#754 Tylerchu

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Posted 17 January 2014 - 07:39 PM

View PostNick Makiaveli, on 17 January 2014 - 09:52 AM, said:


I've never lead MGs and had good results with them, for what it's worth. Also, Smurphy most likely is just using that as a placeholder since they are Ballistic weapons and thus have a speed. I am guessing it's how they set up the DB, ie Projectile Speed is required for Ballistic weapons.

View PostTheCaptainJZ, on 17 January 2014 - 12:19 AM, said:

What I've heard is that they really operate more like a tag laser dealing constant damage as long as the beam is on target. The visual you see is simply an animation, not actual bullets.

View Postsomenothing, on 17 January 2014 - 12:09 AM, said:

Another question - I see people bring up that you should not lead your target when firing the machine guns because they are "hit-scan" weapons.

But on smurfy, their projectile speed is 100. All lasers don't have speeds (other than PPC & flamers, but they're energy weapons, not lasers..).

So, what gives? I frankly haven't used MGs much, except on this fun 3xMG 3xStreaks SHD build, but otherwise, didn't get to experiment enough on mechs running perpendicular from me...


IMHO since MGs max out at 120m, their speed is pretty irrelevant. Even if it truly is 100m/s, I don't think that it'll make a difference because of the following reasons:

Fighting fast mechs: If you're machinegunning a fast (and small) mech, you're gonna be spraying and praying. I don't care how good your internet is or how good of a pilot you are, if you're chasing a spider in any size mech, large or small, you're gonna just be sweeping in his general direction. Heavy mechs can't turn as fast so they have to spray to try to hit them and light mechs tend to bounce when moving so it's harder to aim anyways.

Fighting heavy mechs: Machinegunning a larger and slower target is easy peazy. Just aim in his general direction and most of your shots are bound to hit. You're so close to him and he's such a large target that it really won't make a difference how fast the bullets travel.

Also, why're you using a machine gun at all? Sure's hell isn't worth beans for shaving armor. Crits, maybe but you have to remove the armor to be able to crit in the first place. I just play with 4 ML+ac/20 or 4SRM-6+2ML (jager S/A) and once the armor's gone, two alphas and that part is gone.

#755 Nick Makiaveli

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Posted 17 January 2014 - 10:57 PM

View PostTylerchu, on 17 January 2014 - 07:39 PM, said:

Also, why're you using a machine gun at all? Sure's hell isn't worth beans for shaving armor. Crits, maybe but you have to remove the armor to be able to crit in the first place. I just play with 4 ML+ac/20 or 4SRM-6+2ML (jager S/A) and once the armor's gone, two alphas and that part is gone.


No maybe about it. Have you read the MGs special rules for crits? If not, worth a read.

Second, sometimes you have a few tons left over and some ballistic slots, so why not? Heat isn't an option, and since they are hitscan, you can get crits off their stripped arm while working their CT for the kill.

Lastly, nothing sweeter than someone whining about how you killed them with a MG! :unsure:

#756 ElektroFCK

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Posted 18 January 2014 - 01:40 PM

Hi guys, today i downloaded the game now i got this error:

"FRead did not read expected number of byte from file, only 128 of 0 bytes read"

When i want to enter a battle, i got CTD with this message below.

Found this thread but its closed.

http://mwomercs.com/...in-fread-error/

Already got the MWO repair tool, first it downloaded several pak datas, then it was finished now i did restart it again and now its again downloading the same datats. What should i do?

#757 Redshift2k5

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Posted 18 January 2014 - 04:17 PM

I would start by clearing everything out, uninstalling, and redownloading the game. Disable any antivirus or firewall while downloading so they don't corrupt a game file. Run the patcher "as administrator" so it doesn't get tripped up on file write permissions.

#758 Akerlof

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Posted 18 January 2014 - 07:54 PM

Is there any way to not have GXP to show up when you're upgrading Mech efficiencies, or make it a different color or get it to give you an "Are you sure?" option? I just blew 2500 GXP on a basic mech efficiency, taking me from only being 1700 GXP away from my first global piloting efficiency to 4200 away after one careless click. I was on track to get a module about the same time I elited my first mech, not it's way, way far away again.

That's... frustrating.

#759 TercieI

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Posted 18 January 2014 - 09:21 PM

View PostAkerlof, on 18 January 2014 - 07:54 PM, said:

Is there any way to not have GXP to show up when you're upgrading Mech efficiencies, or make it a different color or get it to give you an "Are you sure?" option? I just blew 2500 GXP on a basic mech efficiency, taking me from only being 1700 GXP away from my first global piloting efficiency to 4200 away after one careless click. I was on track to get a module about the same time I elited my first mech, not it's way, way far away again.

That's... frustrating.


I agree, that would be good, but there's no way right now.

However, support is good and there's a "one takeback of any screwup per account" thing. I don't know if you think this is worth that but it's an option.

#760 Dexter Herbivore

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Posted 18 January 2014 - 09:44 PM

I did the same early on Akerlof, let's just say that I've never made that mistake twice.





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