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#7801 Tesunie

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Posted 17 June 2017 - 12:39 PM

View PostG4LV4TR0N, on 17 June 2017 - 06:08 AM, said:

How fast do I need to be to outrun LRM's? I've heard 120kph but I can't do it in 129kph Ice Ferret.


It is currently impossible to actually outright outrun LRMs like a race. However there are ways to mitigate the incoming damage as well as to redirect or even evade some/most of the incoming LRMs.

To do this, first you would need to know which direction the LRMs are coming in from. If there is no cover available nearby (which is the best thing you can do is get behind cover about twice the height of your mech) your best bet is to move perpendicular to the path of the LRMs (move sideways from their flight trajectory). This can cause most of the LRMs to chew into the ground behind you, but it also will redirect damage to your leg components more instead of your torso. However, the amount of damage that will hit you compared to other evasive actions may be worth the damage to your legs. Going faster is better. (No, you wont be able to dodge all the damage, unless you are blocking it with tall cover.)

View Postkyfire, on 17 June 2017 - 09:07 AM, said:


Running backwards only works went you aare near the max range of the LRMs. The best method is to break the lock by cover unless of course you're NARCed, in which case you can only hope to either get outside their max range or get closer than 180 meters of the LURMER.


Get behind cover that is about twice as high as your mech, taller is better. This should block all LRMs as they will hit the buildings instead of you. Some hills and other options are also available. Then, once you are safe, just wait out the NARC timer. Hopefully, you can peg the NARCer from the cover, if the situation is at optimum for you (considering you've been NARCed for LRM death).

Also, if you have an ally with ECM nearby, you can also get within 90m of them and it will turn off the NARC. Just... make sure you stay close to the ECM unit, because if you leave their ECM sphere and NARC hasn't expired yet, it will reactivate.

Last tip I can give is, put on AMS systems onto your mech. If several of these systems are together, it can really hurt those incoming missiles. Have enough nearby, and it wont matter if you are NARCed or not. AMS is more effective protecting others normally than yourself, and now you can get rewarded for AMS protecting allies as well... Posted Image

#7802 Rogue Jedi

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Posted 17 June 2017 - 12:45 PM

View PostG4LV4TR0N, on 17 June 2017 - 06:08 AM, said:

How fast do I need to be to outrun LRM's? I've heard 120kph but I can't do it in 129kph Ice Ferret.

as no-one has acturaly provided the requested answer yet
To outrun LRMs you need to run 160 meters per second, which translates to 576kph.
I doubt there will ever be a Mech in game capable of outrunning LRMs as it would require Mech almost 3.5 times faster than any currently ingame.

the others have given you good ways to evade already, but to sumerise,
LRMs only cource correct so much so it is quite possible to evade the missiles if you are moving unpredictably.
you can break the lock.
you can put something between you and the LRMs, including a Mech (preferably not allied) hill, cliff, bridge, tunnel.
move into an allied ECM bubble.

#7803 Lorcryst NySell

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Posted 17 June 2017 - 10:41 PM

View Postkyfire, on 17 June 2017 - 09:07 AM, said:


Running backwards only works went you aare near the max range of the LRMs. The best method is to break the lock by cover unless of course you're NARCed, in which case you can only hope to either get outside their max range or get closer than 180 meters of the LURMER.


Oh, the fact I was running backwards is not the point, I just remember this particular instance because I was retreating and I saw the rain of missiles hit the ground in front of me.

Rather, my speed at that moment was the important point.

I think I was both at extreme range and able to block LOS with a friendly boulder though ... a bit foggy after a lot of matches Posted Image

View PostTeer Kerensky, on 17 June 2017 - 09:13 AM, said:

Yeah if you run directly away from LRMs, they will hit your legs.


Or your back ST and CT ... nasty surprise that !

#7804 Wildstreak

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Posted 22 June 2017 - 01:20 PM

Of the following Skill Nodes. rank how important they are for Energy builds.
Cool Run, 2 per node, 5 nodes
Heat Containment, 3 per node, 5 nodes
Heat Gen 0.75 per node, 14 nodes
Not sure it is possible to get all Heat Gen and Cool Run without sacrificing somewhere.

#7805 Tesunie

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Posted 22 June 2017 - 05:27 PM

View PostWildstreak, on 22 June 2017 - 01:20 PM, said:

Of the following Skill Nodes. rank how important they are for Energy builds.
Cool Run, 2 per node, 5 nodes
Heat Containment, 3 per node, 5 nodes
Heat Gen 0.75 per node, 14 nodes
Not sure it is possible to get all Heat Gen and Cool Run without sacrificing somewhere.


You basically have my hierarchy already there for my hot energy builds. Cool Run, and while you are there pick up any easy to get heat containment (but these are least priority for me). Then, heat gen as you can.

Of course, that's also with a full survival/health three (excluding 3 nodes most times, the two AMS ones and a single decrease crit hits) and I also like to do a (near) full JJ tree for mechs that have them.

AKA: Cool run first, then heat gen, and then any easy to get heat containment is my typical order. And I'll split up heat gen and containment a little if I'm strapped.

#7806 Tier5 Kerensky

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Posted 22 June 2017 - 07:18 PM

View PostWildstreak, on 22 June 2017 - 01:20 PM, said:

Of the following Skill Nodes. rank how important they are for Energy builds.
Cool Run, 2 per node, 5 nodes
Heat Containment, 3 per node, 5 nodes
Heat Gen 0.75 per node, 14 nodes
Not sure it is possible to get all Heat Gen and Cool Run without sacrificing somewhere.


For energy builds, you should try to have them all. I usually take survival tree only on assults, and mech with significant structure quirks.(some can have armor quirks too but I don't have those)

Most ECM mechs should take both ECM nodes. Some brawler or mid range assult-heavy might be okay with one node, as you are likely to be often targetted anyway. If you don't take any, the ECM is barely worth it's weight.


I've found no use for JJ tree and most I don't take any of the mobility either. But I can imagine some pretty cool running dakka brawler would benefit well from the mobility extras. Most of my mechs are long range energy or other long range.

#7807 Tesunie

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Posted 22 June 2017 - 07:52 PM

View PostTeer Kerensky, on 22 June 2017 - 07:18 PM, said:

I've found no use for JJ tree...


I've heard this a lot around the forums, but yet I've found them to be rather helpful and worth the skill points I place in them. Really helps me move upwards and sometimes evade incoming shots, as well as lets me quickly get into unexpected places, either to attack or retreat. Then again, I also do a lot of poptarting with my JJ mechs.

#7808 xengk

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Posted 22 June 2017 - 08:54 PM

View PostTesunie, on 22 June 2017 - 07:52 PM, said:


I've heard this a lot around the forums, but yet I've found them to be rather helpful and worth the skill points I place in them. Really helps me move upwards and sometimes evade incoming shots, as well as lets me quickly get into unexpected places, either to attack or retreat. Then again, I also do a lot of poptarting with my JJ mechs.


I find Heat Shielding to be the best node on the JJ tree.
Especially if you use JJ in brawling situation, building less heat as you jump around to spread damage before retaliating.

#7809 Tesunie

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Posted 22 June 2017 - 09:09 PM

View Postxengk, on 22 June 2017 - 08:54 PM, said:


I find Heat Shielding to be the best node on the JJ tree.
Especially if you use JJ in brawling situation, building less heat as you jump around to spread damage before retaliating.


I like the extra fuel and lift. Those are little gems to me. Heat shielding is nice though. only one I try to avoid on that tree is the vectoring one... I don't need to be propelled forwards more/faster. If I want to move forwards (or backwards), I'll be moving my mech in that direction already...

#7810 Nerokar

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Posted 23 June 2017 - 01:06 AM

Hey Guys, the TBR or EBJ Performancepack froms steam looks tempting to me with the 40% sale. But I have a realy thin connection (max 2 mbit down atm) and a full ssd... So I have to deinstall MWO, download Steamversion, buy package, deinstall it again and download the normal client again (I prefer the standard client) for this one package? Or is there a possibility to get the steampack without steam (Odd... I know)?

#7811 Rogue Jedi

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Posted 23 June 2017 - 04:29 AM

unfortunately to get the Steam packs you would need to have MWO linked to your steam account. I am not sure if that is possible without downloading through steam.

possibly see if you can add your current MWO install to steam, I suspect that would not work but it would take a lot less time than downloading MWO through steam.

as for the full SSD there are things you may be able to do about it, download something like Glary Utilities or CCleaner, run a scan and that will find and offer to remove temporary and rubbish files and folders, if you do not want to download anything you can do this manualy by navigating to C:\temp (you may have to unhide hidden and system files and folders, from control pannel, folder options), C:\Windows\temp, %userprofile%\application data\temp (repeat for each user)

other things you can do if you have hard drives as well include moving the pagefile (virtural memory) and (assuming it is enabled) hybernation file. to another drive you can easily look up how to do that.

#7812 Digital_Angel

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Posted 23 June 2017 - 05:01 AM

I believe the Steam packs use a gift code. You should then be able to go to your profile on the website and redeem that code on whatever account you want.

#7813 Lorcryst NySell

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Posted 23 June 2017 - 06:54 AM

View PostDigital_Angel, on 23 June 2017 - 05:01 AM, said:

I believe the Steam packs use a gift code. You should then be able to go to your profile on the website and redeem that code on whatever account you want.


A gift code yes, but specific to Steam (if it's the same thing as the first iteration of Steam Packs) that you can give to your Steam friends or keep for yourself, that you then have to activate Idon'trememberwhere on your Steam settings.

After that, you can forget the Steam client ... I find it faster to patch, and a little bit more stable for me : less keyboard deconnections.

I heard that MWO doesn't like some USB keyboards, mine sometimes shuts off randomly ... always when I'm figthing too ...

#7814 Nerokar

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Posted 23 June 2017 - 08:05 AM

Thanks for the help. To clear up: Steam is needed, if you buy for yourself, it is automaticaly steambound. So no steamcode.

#7815 Tesunie

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Posted 23 June 2017 - 08:38 AM

View PostNerokar, on 23 June 2017 - 01:06 AM, said:

Hey Guys, the TBR or EBJ Performancepack froms steam looks tempting to me with the 40% sale. But I have a realy thin connection (max 2 mbit down atm) and a full ssd... So I have to deinstall MWO, download Steamversion, buy package, deinstall it again and download the normal client again (I prefer the standard client) for this one package? Or is there a possibility to get the steampack without steam (Odd... I know)?


Now, I'm going to defer to those who posted ahead of me, because they probably know more about this than I do.

However, as far as I know steam is only going to look to see if you have "purchased" the game, I don't know if it will actually look to see if you have it downloaded through steam before it lets you purchase "DLCs". May I recommend linking MW:O to your steam account (something I haven't done yet myself) but not actually download the game itself (stop the download before it starts and then tell Steam to "not auto-anything with it" to keep it from updating or even installing).

That may be enough to "trick" Steam into letting you purchase the packs directly for yourself, and seen as your MW:O account is the same for Steam as well as your stand alone client, I would imagine it should still be unlocked for both...


Though, as I already mentioned, I'm not sure about this and you've already gotten responses that may be more accurate than mine. I'm only doing guesswork here...

#7816 G4LV4TR0N

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Posted 24 June 2017 - 10:25 PM

I know that this is true for Targeting Computers, but if you lose a component that is holding Clan Active Probe, do you also lose CAP bonuses?

#7817 mailin

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Posted 24 June 2017 - 11:18 PM

View PostG4LV4TR0N, on 24 June 2017 - 10:25 PM, said:

I know that this is true for Targeting Computers, but if you lose a component that is holding Clan Active Probe, do you also lose CAP bonuses?

Yes, if the component is destroyed, so is all equipment and weapons in that component.

#7818 Audacious Aubergine

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Posted 24 June 2017 - 11:58 PM

At what point in the hour does the event page update challenge progress, and/or is it random?

#7819 DavidStarr

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Posted 25 June 2017 - 03:39 AM

I have XP on some mechs that I do not currently own. How can I see which mechs those are?

Also, which ACH variant was among the trial mechs?

#7820 Rogue Jedi

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Posted 25 June 2017 - 04:06 AM

View PostDavidStarr, on 25 June 2017 - 03:39 AM, said:

I have XP on some mechs that I do not currently own. How can I see which mechs those are?

Also, which ACH variant was among the trial mechs?

I am not sure if that is possible, perhaps try toing to the store for varients you think it could be, then view in Mechlab, that may allow you so see the skills section.

as for the trial ACH that would be the ACH-Prime(C)





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