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#7641 G4LV4TR0N

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Posted 16 May 2017 - 05:40 PM

What is better, one Clan Double Heatsink or Heat Containment and Cool Run skill nodes(together)?

#7642 Tesunie

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Posted 16 May 2017 - 05:47 PM

View PostG4LV4TR0N, on 16 May 2017 - 05:40 PM, said:

What is better, one Clan Double Heatsink or Heat Containment and Cool Run skill nodes(together)?


Both...

The DHS costs you a ton of weight, where as the skills cost you experience but not any weight on your mech. So, if you have the option... why is there even an option? Posted Image

Overall, if you are debating between a ton of something and counter a DHS with skills, the skills should be able to counter a missing heat sink, if you can afford the skill points to do so.

#7643 Tier5 Kerensky

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Posted 16 May 2017 - 08:36 PM

ECM skill node affects the range at which mechs protected by your ECM are targettable.

Not the ECM bubble range. So normal sensor range is 800. ECM protected mechs were targettable at 200 meters.


(Clan ecm)
The game displays ECM range 90 meters, that's the bubble range. I think it's also the jam range, at which ECM mech jams targetting and target sharing of enemy mechs. Or is the jam range little bit more, I vaguely remember so, but maybe way much older rules?

It displays target range reduction 30%. With two ECM nodes, you can increase it by 2x 22.5%, up to original 75%. So the remaining 25% of 800m is the said 200 meters.

With no nodes, ECM protected mechs are targettable from 800x.07(30% reduction) =560 meters. So no ECM, targettable from 800 meters, with ECM but no nodes, 560 meters.


Probe increases the sensor range so ECM mechs without any nodes, at targettable from quite a far, specially by mechs with probe and sensor range nodes.

In a game just now, I targetted some enemy ECM mech from maybe 800 meters or so. I had probe and much sensor skills, making my sensor range 1224(CAP gives 25% and nodes 28% more, calculated from the base 800m). ECM mech without any nodes, is targettable from 856m. Heh.

Also I had myself ECM with one node. With retreating from a LRM supernova, he managed to fire his LRMs on my back from quite further away than normally. LRM mechs pretty much always have probe and quite many sensor range nodes as well. My Mad Dog LRM boat has same sensor range as my ECM light, 1224.

So he might have managed to target me up to 642 meters. At that range the probe should not counter ECM, so it will slow down the lock, but he will get it.

#7644 Tesunie

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Posted 16 May 2017 - 08:51 PM

View PostTeer Kerensky, on 16 May 2017 - 08:36 PM, said:

So he might have managed to target me up to 642 meters. At that range the probe should not counter ECM, so it will slow down the lock, but he will get it.


I just recently had a match where missile lock on an ECM mech (ECM was not countered at the time) was fairly quick. I don't have any Artemis, so I'm guessing ECM skills may also affect this? Or it's an unnoticed change to ECM?

Anyone else noticing this?

#7645 Rogue Jedi

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Posted 16 May 2017 - 11:12 PM

View PostG4LV4TR0N, on 16 May 2017 - 05:40 PM, said:

What is better, one Clan Double Heatsink or Heat Containment and Cool Run skill nodes(together)?

which is acturaly better depends on how many heatsinks you have fitted already, if you just have the base 10 DHS then an extra heatsink will provide a better return, however if you are talking completely unskilled Mech to maxing out cool run and heat containment the point at which the skills would provide a better return than an extra heatsink would be about 15 heatsinks.

some Omnimechs come with 5+ extra heatsinks fitted anyway (including Timber wolf, Warhawk)
I would advise you to take as many heatsinks as you feel appropiate and use the skills to help unless you have something better to spend the points on (and if the Mech is running too hot there is little that would be better)

as Tesune already said, you are talking about spending tons and slots vs skill points, I would spend both unless the Mech already has good enough cooling

#7646 ArmageddonKnight

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Posted 17 May 2017 - 08:30 AM

Greetings.

I've Been away from MWO for a few months. I remember hearing somthing about possible LBX2 crit changes.

Have there been any changes to LBX2 crit chance / damage in the last 3 months?

Is it still the weapon of choice between C AC2, C UAC2, and C LBX2 ,especialy now that UAC's have had a sweeping nerf to jam duration across all sizes ?

Cheers

#7647 JagdpantherX

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Posted 17 May 2017 - 01:01 PM

Hey guys.

if I sell a mech with SP now, what happens to that SP if I want to rebuy the mech later? Is it lost forever?

#7648 Rogue Jedi

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Posted 17 May 2017 - 01:57 PM

View PostJagdpantherX, on 17 May 2017 - 01:01 PM, said:

Hey guys.

if I sell a mech with SP now, what happens to that SP if I want to rebuy the mech later? Is it lost forever?

if you spend SP that is specific to that Mech, so sell the Mech and if the XP has been assigned to that specific Mech then the SP is lost, if it is still HSP then it will be available to any Mech of that varient you buy in future.
If you think you may want to sell the Mech just make sure not to transfer any SP to it and you will be fine.

#7649 Tesunie

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Posted 17 May 2017 - 09:57 PM

View PostArmageddonKnight, on 17 May 2017 - 08:30 AM, said:

Greetings.

I've Been away from MWO for a few months. I remember hearing somthing about possible LBX2 crit changes.

Have there been any changes to LBX2 crit chance / damage in the last 3 months?

Is it still the weapon of choice between C AC2, C UAC2, and C LBX2 ,especialy now that UAC's have had a sweeping nerf to jam duration across all sizes ?

Cheers


As far as I know, all LBx ACs still have increased crit chances, including the LBX2. However, in a recent change the CUAC2 lost it's increase to crit chance, as they now also benefit from "cooldown" abilities, where as before they were the only UAC to not have a cooldown module. (Came with the new skill tree.)

#7650 ArmageddonKnight

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Posted 18 May 2017 - 07:36 AM

View PostTesunie, on 17 May 2017 - 09:57 PM, said:


As far as I know, all LBx ACs still have increased crit chances, including the LBX2. However, in a recent change the CUAC2 lost it's increase to crit chance, as they now also benefit from "cooldown" abilities, where as before they were the only UAC to not have a cooldown module. (Came with the new skill tree.)



Ah yes, thats what i was recollecting. The UAC2 change. Ok Cheers :)

#7651 Koniving

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Posted 19 May 2017 - 07:38 AM

View PostArmageddonKnight, on 17 May 2017 - 08:30 AM, said:

Greetings.

I've Been away from MWO for a few months. I remember hearing somthing about possible LBX2 crit changes.

Have there been any changes to LBX2 crit chance / damage in the last 3 months?

Is it still the weapon of choice between C AC2, C UAC2, and C LBX2 ,especialy now that UAC's have had a sweeping nerf to jam duration across all sizes ?

Cheers

Unknown.

And yes.
What's sad is we could make a valid choice between C-UAC/2, C-AC/2 and C-LB-2X (and so on), but PGI already gave UAC/2s a single bullet to make 2 damage so that idea is out the window.

#7652 ShooterMcGavin80

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Posted 19 May 2017 - 08:54 PM

So I spec'd out 91 points on the skill tree but ended up not liking how it worked out. I hit the 'respec skill tree' button and I can't seem to redo it without bringing in more skill points, which I do not have.

What gives?

#7653 Tesunie

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Posted 19 May 2017 - 09:07 PM

View PostShooterMcGavin80, on 19 May 2017 - 08:54 PM, said:

So I spec'd out 91 points on the skill tree but ended up not liking how it worked out. I hit the 'respec skill tree' button and I can't seem to redo it without bringing in more skill points, which I do not have.

What gives?


You have unlocked 91 skill nodes. You can only have 91 skill nodes active, which they by default activate when they are unlocked. What you have done is deactivate all 91 skill nodes you have unlocked with SPs. You can reactivate them for a little exp, but if you wish to unlock another skill (92nd skill node), you will ne another SP to unlock it. But once unlocked, you can then deactivate it and reactivate it again without needing another SP.

So, any time you wish to change skill nodes, if it's unlocked it will be a cheap amount of exp. If it's a locked skill, you will then need to use a SP to unlock the new node.

If you want to, you could technically purchase enough SP on a mech to unlock all the nodes possible, and then change them for some exp later as you please. What most people seem to be doing is unlocking the 91 skill points/nodes, and then leaving it unaltered from there.

#7654 ShooterMcGavin80

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Posted 19 May 2017 - 09:18 PM

View PostTesunie, on 19 May 2017 - 09:07 PM, said:


You have unlocked 91 skill nodes. You can only have 91 skill nodes active, which they by default activate when they are unlocked. What you have done is deactivate all 91 skill nodes you have unlocked with SPs. You can reactivate them for a little exp, but if you wish to unlock another skill (92nd skill node), you will ne another SP to unlock it. But once unlocked, you can then deactivate it and reactivate it again without needing another SP.

So, any time you wish to change skill nodes, if it's unlocked it will be a cheap amount of exp. If it's a locked skill, you will then need to use a SP to unlock the new node.

If you want to, you could technically purchase enough SP on a mech to unlock all the nodes possible, and then change them for some exp later as you please. What most people seem to be doing is unlocking the 91 skill points/nodes, and then leaving it unaltered from there.


Thanks for the quick answer... that makes it extremely difficult to customize my mech, apparently. ...effin' heck..

#7655 Tesunie

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Posted 19 May 2017 - 10:04 PM

View PostShooterMcGavin80, on 19 May 2017 - 09:18 PM, said:


Thanks for the quick answer... that makes it extremely difficult to customize my mech, apparently. ...effin' heck..


It makes it more difficult to re-customize your skills (unless they have already been unlocked previously). If you wish to test a new build out, you can always do so without adjusting the skills. Then (in my opinion), if you like the new build I'd purchase a whole new mech for it (unless it's literally replacing your old build).

If you are only doing small tweaks, than it shouldn't be that hard to purchase the few extra SPs you may need for a couple of skill node shuffles.

Then again, I also like having "project mechs", or basically a mech to level out. I haven't had one of them since I found the Huntsmen...


I might recommend that if you ever wish to "respec" your mech's skills, instead of clicking the "respec" button, just deactivate the top skill of each tree you have skills in. This will deactivate all skills within the tree. DO NOT SAVE. Then, readjust your skills as you please. This way, your previously unlocked and active skills will just remain active (and be free as you didn't save them deactivated), and then you will know what additional SPs you need to unlock for the "tweaks" you've created. (Maybe either write down or screenshot the skill trees if you can't get the SPs you need for the proposed changes right there.)

#7656 ShooterMcGavin80

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Posted 20 May 2017 - 05:03 AM

View PostTesunie, on 19 May 2017 - 10:04 PM, said:


It makes it more difficult to re-customize your skills (unless they have already been unlocked previously). If you wish to test a new build out, you can always do so without adjusting the skills. Then (in my opinion), if you like the new build I'd purchase a whole new mech for it (unless it's literally replacing your old build).

If you are only doing small tweaks, than it shouldn't be that hard to purchase the few extra SPs you may need for a couple of skill node shuffles.

Then again, I also like having "project mechs", or basically a mech to level out. I haven't had one of them since I found the Huntsmen...


I might recommend that if you ever wish to "respec" your mech's skills, instead of clicking the "respec" button, just deactivate the top skill of each tree you have skills in. This will deactivate all skills within the tree. DO NOT SAVE. Then, readjust your skills as you please. This way, your previously unlocked and active skills will just remain active (and be free as you didn't save them deactivated), and then you will know what additional SPs you need to unlock for the "tweaks" you've created. (Maybe either write down or screenshot the skill trees if you can't get the SPs you need for the proposed changes right there.)


I don't want to complain to you, obviously, but do you realize how garbage this is? I used to be able to completely adapt a mech for a new role with just a couple module swaps. Now I have to invest serious hours earning more skill points. Re-spec'ing should be a true, free re-spec'ing. Plus mistakes on the skill tree are hugely costly! ...&^%*% g*^%^%t.

#7657 Reno Blade

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Posted 20 May 2017 - 09:04 AM

View PostShooterMcGavin80, on 20 May 2017 - 05:03 AM, said:


I don't want to complain to you, obviously, but do you realize how garbage this is? I used to be able to completely adapt a mech for a new role with just a couple module swaps. Now I have to invest serious hours earning more skill points. Re-spec'ing should be a true, free re-spec'ing. Plus mistakes on the skill tree are hugely costly! ...&^%*% g*^%^%t.

Please post feedback in the feedback forum.
THIS thread is only meant for questions and answers.

Tesunie explained how it works as an answer to your question.
If you want to save yourself money and headaches, best advice anyone could give for the Skill tree is to take it slowly.
Play a game without skills, level only these parts you really want to push and then you will have more fun than before, where you just unlocked basic/elite.

Edited by Reno Blade, 20 May 2017 - 09:07 AM.


#7658 Harddown

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Posted 20 May 2017 - 10:12 AM

Was there an XP reset with the patch? Previously I had XP on some trial 'mechs, but that appears to no longer be the case.

#7659 Rogue Jedi

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Posted 20 May 2017 - 10:50 AM

View PostHarddown, on 20 May 2017 - 10:12 AM, said:

Was there an XP reset with the patch? Previously I had XP on some trial 'mechs, but that appears to no longer be the case.

the XP is still there but is historic XP, now XP is per Mech not per varient, so the HXP can be assigned to any copy of that Mech when you own it, however I do not know how that will affect future XP owned on trial Mechs

#7660 Harddown

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Posted 20 May 2017 - 10:58 AM

View PostRogue Jedi, on 20 May 2017 - 10:50 AM, said:

the XP is still there but is historic XP, now XP is per Mech not per varient, so the HXP can be assigned to any copy of that Mech when you own it, however I do not know how that will affect future XP owned on trial Mechs

Is there a way to convert historic to GXP?





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