Jump to content

- - - - -

Short Question, Short Answer


10382 replies to this topic

#7521 Lorcryst NySell

    Member

  • PipPipPipPipPipPipPip
  • The Patron Saint
  • The Patron Saint
  • 533 posts
  • LocationBetween Chair and Keyboard

Posted 03 April 2017 - 10:39 PM

View Postdr heinreich von migraine, on 29 March 2017 - 07:56 PM, said:

Faction Play - the Invasion side, no matter what game subtype, says that it has a "Base Payout" of 250,000 c-bills. Is that only on a win? I've played a few matches, under a Loyalist career, and only ever gotten a base payout of 25,000 c-bills.


Hmm ... I'm just dipping my toes in Faction Warfare myself, but I think that the 25,000 CBills base payout is for Scouting matches (the small ones) while the 250,000 CBills is for the big Invasion matches where you have 4 'mechs etc ...

I might be wrong tough.

#7522 Lorcryst NySell

    Member

  • PipPipPipPipPipPipPip
  • The Patron Saint
  • The Patron Saint
  • 533 posts
  • LocationBetween Chair and Keyboard

Posted 03 April 2017 - 11:07 PM

And a question of my own :

How does Unit Coffers work ? I know that you can gain MCs for your unit by controlling planets from successfull Invasions, and then redistribute them to unit members, but what of the CBills option ?

I cannot find an option to allow to transfer of CBills to the members, only to add to the Coffer, and I don't know how to actually use those CBills in the Coffer, IF they serve a purpose ...

So, the question is : what do you do with CBills in Unit Coffers ?

#7523 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,675 posts
  • LocationSeraphim HQ: Asuncion

Posted 03 April 2017 - 11:11 PM

View PostLorcryst NySell, on 03 April 2017 - 11:07 PM, said:

And a question of my own :

How does Unit Coffers work ? I know that you can gain MCs for your unit by controlling planets from successfull Invasions, and then redistribute them to unit members, but what of the CBills option ?

I cannot find an option to allow to transfer of CBills to the members, only to add to the Coffer, and I don't know how to actually use those CBills in the Coffer, IF they serve a purpose ...

So, the question is : what do you do with CBills in Unit Coffers ?


C-bills from a unit coffer is used to invite new players into your unit as well as can be used to bolster planets (I believe it's still in there?). Once in the unit coffer, they can not be taken back out and handed to any players. They can only be used for those two things at this time.

This is to prevent trading between players, as this protects the game from hackers and the gold farmer scammers. They can't scam people's accounts, have bot accounts making ads, nor can they sell gold (C-bills) if they can't trade them. Trust me. It's much better this way (sadly).

#7524 Lorcryst NySell

    Member

  • PipPipPipPipPipPipPip
  • The Patron Saint
  • The Patron Saint
  • 533 posts
  • LocationBetween Chair and Keyboard

Posted 03 April 2017 - 11:18 PM

Ah yes, I get the farming angle ... glad to know they can be used for something and not be lost in the Warp !

#7525 Tier5 Kerensky

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 2,051 posts

Posted 04 April 2017 - 12:07 PM

View Postel piromaniaco, on 03 April 2017 - 09:40 PM, said:

Anybody know the timeframe for a "season" is on the leaderboard?


Calendar month.

#7526 Doomcritter

    Rookie

  • Survivor
  • 1 posts

Posted 06 April 2017 - 11:56 AM

I am looking for a working channel on "teamspeak" can you provide me with one?

#7527 IraqiWalker

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 9,682 posts
  • LocationCalifornia

Posted 06 April 2017 - 06:46 PM

View PostDoomcritter, on 06 April 2017 - 11:56 AM, said:

I am looking for a working channel on "teamspeak" can you provide me with one?

There is at least one for each house, and each clan.

The Comstar NA one is a good place to start though.

na1.mech-connect.net

#7528 Gibson Ibanez

    Member

  • PipPipPipPipPipPip
  • Survivor
  • Survivor
  • 231 posts

Posted 09 April 2017 - 05:43 AM

Is there any way we can get a thread pinned here in the new player help section that is dedicated and updated with current hitbox locations for every mech in the game?

We always try to get newer (really ALL) players to hit "R" and target. I have noticed while specating that when the paper doll shows critical damage to a component it can be hard to hit the right spot on a new or unfamiliar mech. Especially for new pilots. If there was a dedicated hitbox reference we could all benefit.

#7529 IraqiWalker

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 9,682 posts
  • LocationCalifornia

Posted 09 April 2017 - 09:57 AM

View PostGibson Ibanez, on 09 April 2017 - 05:43 AM, said:

Is there any way we can get a thread pinned here in the new player help section that is dedicated and updated with current hitbox locations for every mech in the game?

We always try to get newer (really ALL) players to hit "R" and target. I have noticed while specating that when the paper doll shows critical damage to a component it can be hard to hit the right spot on a new or unfamiliar mech. Especially for new pilots. If there was a dedicated hitbox reference we could all benefit.

You mean like This thread? If you want it pinned, e-mail a mod about it. I personally have it bookmarked.

Edited by IraqiWalker, 09 April 2017 - 09:57 AM.


#7530 Tier5 Kerensky

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 2,051 posts

Posted 10 April 2017 - 12:45 PM

Is there any idea about regular PPCs, when you dont' have any PPC quirks?

Im more familiar with clan weapons and my few IS mechs are mostly LRM boats, but I've tried other weapons with Stalker, it can carry 4 energy weapons. It seems PPC has rather poor range, with no advantages. It's not heat efficient, it has small weakness in minium range(no big deal with 4xSRM4).

If I compare it to large pulse lasers, weight is same, large pulse can be fired 3x versus 2x, in large pulses optimal range it's heat efficient by far, it also fires rather fast so it's nearly pinpoint. The biggest thing is, since it's heat efficient, how much it does damage on the PPCs optimal range? My quick estimate would could do about 7 damage on PPCs optimal range, meaning it could have same heat efficiency as PCCs on PPCs optimal range. PPC might be only better on further back where ER-PPC might be even more heat optimal.

(im kinda assuming a sniping situation where you are limited by heat)

So is there a point to take PPCs? I took PPCs and played few games, but I'm starting to think large pulse or ER-PPC are always better than regular PPCs. The minium range is ablsolutely no problem since from SRM range they are superior.

#7531 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,675 posts
  • LocationSeraphim HQ: Asuncion

Posted 10 April 2017 - 12:54 PM

View PostTeer Kerensky, on 10 April 2017 - 12:45 PM, said:

Is there any idea about regular PPCs, when you dont' have any PPC quirks?

Im more familiar with clan weapons and my few IS mechs are mostly LRM boats, but I've tried other weapons with Stalker, it can carry 4 energy weapons. It seems PPC has rather poor range, with no advantages. It's not heat efficient, it has small weakness in minium range(no big deal with 4xSRM4).

If I compare it to large pulse lasers, weight is same, large pulse can be fired 3x versus 2x, in large pulses optimal range it's heat efficient by far, it also fires rather fast so it's nearly pinpoint. The biggest thing is, since it's heat efficient, how much it does damage on the PPCs optimal range? My quick estimate would could do about 7 damage on PPCs optimal range, meaning it could have same heat efficiency as PCCs on PPCs optimal range. PPC might be only better on further back where ER-PPC might be even more heat optimal.

(im kinda assuming a sniping situation where you are limited by heat)

So is there a point to take PPCs? I took PPCs and played few games, but I'm starting to think large pulse or ER-PPC are always better than regular PPCs. The minium range is ablsolutely no problem since from SRM range they are superior.


Not really going to be a short answer here... but...

The big difference between PPCs and ERPPCs is range, minimum range and heat. The PPC runs a lot cooler, which means it can sustain fire more often. If you don't care or cover your minimum range with other weapons, than it can work a lot better than ERPPCs do, simply because you don't overheat and then die as quickly.

In comparison to LPLs, ERPPCs and LPLs are rather comparable. LPLs have duration on their attack, so they can spread damage but it's not all risked on a single shot. A PPC though hits one location when it hits, dealing all it's damage to a single spot on the target. So it's a matter of pin point (snap shots) vs beam duration and spread (sweeps).

Each weapon does have it's place. It all depends upon how you intent to use them. Jump sniping? PPCs are better than LPLs. Light hunting? LPLs tend to be better, as you are likely to not only miss the light with PPC fire, but also they may get within your minimum range.


I have a Crab (27SL) that has PPCs. It has quirks for pulse lasers, but I ignored that and instead decided to create a jump sniping medium mech. I originally tried it with ERPPCs, but shutting down every other second wasn't very fun nor effective. For minimum range engagements, I added in 3 ERSLs, and even with the heat sinks that cost me, it still runs cooler and more effective than my ERPPC version I started out with.

It's all in how you use it.

(I wanted to say something else here, but forgot what it was before I could type it out... I hope I got everything though.)

#7532 BodakOfSseth

    Member

  • PipPipPipPipPipPip
  • Leftenant General
  • Leftenant General
  • 267 posts
  • LocationBay Area, CA

Posted 10 April 2017 - 02:21 PM

Quirks:
"Laser Duration -10%"

Does this apply to *all* lasers or just non-pulse lasers?

#7533 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,675 posts
  • LocationSeraphim HQ: Asuncion

Posted 10 April 2017 - 05:59 PM

View PostScottAleric, on 10 April 2017 - 02:21 PM, said:

Quirks:
"Laser Duration -10%"

Does this apply to *all* lasers or just non-pulse lasers?


Any and all lasers. Pulses, ER, normal... if it is a laser it gets this quirk.

As a better example, if it said "Laser Range +10%" than even a TAG laser would get that increase in range.

#7534 Jingseng

    Member

  • PipPipPipPipPipPipPip
  • The God of Death
  • The God of Death
  • 962 posts

Posted 10 April 2017 - 06:21 PM

View PostScottAleric, on 10 April 2017 - 02:21 PM, said:

Quirks:
"Laser Duration -10%"

Does this apply to *all* lasers or just non-pulse lasers?


worth adding, when you mouse over weapons in that mech's mech lab, the bottom of the tool tip will tell you which quirks, if any, apply.

#7535 Eddie Money

    Member

  • PipPipPip
  • 59 posts

Posted 10 April 2017 - 08:01 PM

Dunno if this was worth making a topic for, but w/e.

I just started MWO today and I'm diving in hard trying to learn all I can. I've already determined how I play (since I play some WoT) - a fire support Mech, and I figured I'd get the BJ-1X and kit it with a lot of Medium lasers, like you do.

Problem here is this is pretty short range, which brings me to my question. How do you deal with the bigger, open maps and wide areas in a short ranged Mech?

#7536 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,675 posts
  • LocationSeraphim HQ: Asuncion

Posted 10 April 2017 - 08:09 PM

View PostEddie Money, on 10 April 2017 - 08:01 PM, said:

Dunno if this was worth making a topic for, but w/e.

I just started MWO today and I'm diving in hard trying to learn all I can. I've already determined how I play (since I play some WoT) - a fire support Mech, and I figured I'd get the BJ-1X and kit it with a lot of Medium lasers, like you do.

Problem here is this is pretty short range, which brings me to my question. How do you deal with the bigger, open maps and wide areas in a short ranged Mech?


This comes down to map knowledge. Learn the secret places, otherwise known as learn how to use cover and what maps have cover, where and from what angles it protects you. Then, learn where people tend to move, and counter move.

Staying with your team is also important, so don't necessarily rambo off alone either...

#7537 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,170 posts
  • LocationThe Far Country

Posted 10 April 2017 - 08:09 PM

View PostEddie Money, on 10 April 2017 - 08:01 PM, said:

Dunno if this was worth making a topic for, but w/e.

I just started MWO today and I'm diving in hard trying to learn all I can. I've already determined how I play (since I play some WoT) - a fire support Mech, and I figured I'd get the BJ-1X and kit it with a lot of Medium lasers, like you do.

Problem here is this is pretty short range, which brings me to my question. How do you deal with the bigger, open maps and wide areas in a short ranged Mech?


Learn them and the paths. Be patient. No way but experience. Welcome to MWO and g'luck!

#7538 Jingseng

    Member

  • PipPipPipPipPipPipPip
  • The God of Death
  • The God of Death
  • 962 posts

Posted 10 April 2017 - 08:14 PM

was going to make a snarky, but short and true response, but I think I will exercise restraint and decorum and refrain until question asker specifically asks for it.

#7539 Gibson Ibanez

    Member

  • PipPipPipPipPipPip
  • Survivor
  • Survivor
  • 231 posts

Posted 11 April 2017 - 03:48 AM

View PostIraqiWalker, on 09 April 2017 - 09:57 AM, said:

You mean like This thread? If you want it pinned, e-mail a mod about it. I personally have it bookmarked.


YES! Thank you sir.

It looks like it is already pinned under the GUIDES AND STRATEGIES part of new player help. Someone already thought of pinning it for easy reference and I had not noticed. My bad.

#7540 BodakOfSseth

    Member

  • PipPipPipPipPipPip
  • Leftenant General
  • Leftenant General
  • 267 posts
  • LocationBay Area, CA

Posted 11 April 2017 - 06:44 AM

View PostEddie Money, on 10 April 2017 - 08:01 PM, said:

Dunno if this was worth making a topic for, but w/e.

I just started MWO today and I'm diving in hard trying to learn all I can. I've already determined how I play (since I play some WoT) - a fire support Mech, and I figured I'd get the BJ-1X and kit it with a lot of Medium lasers, like you do.

Problem here is this is pretty short range, which brings me to my question. How do you deal with the bigger, open maps and wide areas in a short ranged Mech?


As much as the veterans say "map knowledge", and they're sort of not wrong,
BUT.

Take it from a newb: to play a short range brawler you need
Patience.
Patience.
Patience.

And after that?
Patience.

Playing the fairly fragile medium BJ 1X, you need to follow certain rules.
1. Find a bigger, heavier battle buddy and stick with them.
2. Stay behind them and let them tank for you.
3. Move when they move, shoot what they shoot.
4. Protect them from pesky lights.
5. Wait for the brawl.

Sure you're in a giant heavy robot with lots of guns. The BJ(any) is not a tanky mech.

Edited by ScottAleric, 11 April 2017 - 06:47 AM.






3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users