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#7861 Tesunie

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Posted 04 July 2017 - 06:32 PM

View PostTeer5 Kerensky, on 04 July 2017 - 12:18 PM, said:


Yes it does, it doesn't matter if you never saw them directly yourself.


If this is true, I have not noticed the game behaving that way. My LRM based mechs have max Adv Decay skills on them, and when someone else gains a lock, I will lose the lock a lot faster when it's broken compared to if I had gotten the lock myself...

As I said, I could be wrong, but if I am than the game seems to be behaving in a different manner and it should.

#7862 Tier5 Kerensky

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Posted 05 July 2017 - 12:24 AM

View PostTesunie, on 04 July 2017 - 06:32 PM, said:

My LRM based mechs have max Adv Decay skills on them, and when someone else gains a lock, I will lose the lock a lot faster when it's broken compared to if I had gotten the lock myself...


That's correct. Most locks come from automatic locking when the frienly keeps his aim over enemy long enough.

So enemy comes behind his cover, the friendly fires at him, the enemy fires at the friendly and suppose the friendly has fast cycling weapons so he prepares for second shot as the enemy starts pulling back to his cover. Roughly at this stage the friendly automatically targets the enemy. Soon after, the line of sight is broken and then it's all based on nodes of the LRM mech and enemy mech when the lock is broken.

If the LRM mech was targetting then he locks as soon as he can. The lock is longer because it stats sooner.

#7863 Tesunie

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Posted 05 July 2017 - 08:51 PM

View PostTeer Kerensky, on 05 July 2017 - 12:24 AM, said:


That's correct. Most locks come from automatic locking when the frienly keeps his aim over enemy long enough.


Most locks should come from pressing R, and typically it does. In all my hours of play, many of the more recent ones being in GP rather than QP, I have never noticed any of my sensor buffs (including Adv Decay) to affect locks I didn't hold myself.

I just don't see it if it is happening, so I don't think I'm incorrect. Of course, we seem to be at a point of contention here. Has anyone done any specific tests for this by chance and could confirm one way or another? I'd hate to spread poor information... Posted Image

#7864 Tier5 Kerensky

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Posted 06 July 2017 - 05:47 AM

View PostTesunie, on 05 July 2017 - 08:51 PM, said:


Most locks should come from pressing R, and typically it does. In all my hours of play, many of the more recent ones being in GP rather than QP, I have never noticed any of my sensor buffs (including Adv Decay) to affect locks I didn't hold myself.

I just don't see it if it is happening, so I don't think I'm incorrect. Of course, we seem to be at a point of contention here. Has anyone done any specific tests for this by chance and could confirm one way or another? I'd hate to spread poor information... Posted Image


Well unfortunately great deal of locks are ones you get yourself, but I don't think it should be like that. But I meant "most indirect locks" shared by teammates, are not intentional locks because they target them, but automatic locks.


But anyway you can get spotting assists from locks you didn't aquire yourself. That's only possible because that lock was prolonged by your target decay. You can see it happen while playing normally, when you got someone targetted who is way behind hard cover and you have not seen a glimpse of him. I have the "classic style awards" selected from the settings I don't know if it helps to see it or not, as I don't remember what the modern style looks like and does it show all the same stuff.

#7865 Kaptain

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Posted 06 July 2017 - 12:24 PM

Are new mechs announced on a schedule or is it random?

Also are there anymore fill-in-heroes to announce or is everything all flushed out now? As in next announcement will be new mechs (LIke civil war and escalation)

Thank you Posted Image|

EDIT: Also does anyone know when the last time XP was on double conversion sale?

Edited by Kaptain, 06 July 2017 - 05:12 PM.


#7866 Tier5 Kerensky

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Posted 06 July 2017 - 05:15 PM

View PostKaptain, on 06 July 2017 - 12:24 PM, said:

Are new mechs announced on a schedule or is it random?

Also are there anymore fill-in-heroes to announce or is everything all flushed out now? As in next announcement will be new mechs (LIke civil war and escalation)

Thank you Posted Image


It's closer to random.

Sure, there are some patterns. Like as years ago when Clan mechs came, first as "Clans" pack, then "Clan wave II", then Resistance IS pack, then Clan III, ect.

So that pattern has rougly followed by heroes now lately, first Clan heroes, then IS resistance heroes, then Clan II heroes. But mostly it's fairly random. Ultimately per year or so there's equal amount of IS and Clan mechs released.

In practise they have near-infinite number of battletech lore mechs to pull from. Plus at least once the've releaseid their own mech not based on prior battletech lore.

So there's really no way to know what they release next. I don't see how they couldn't release a third civil war related mech. I mean sure it has to fit the timeline, but from what I understand there are just as plenty of mechs from the civil war era that they have plenty In fact, it's more about how will they name it.

#7867 Rogue Jedi

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Posted 06 July 2017 - 11:16 PM

View PostKaptain, on 06 July 2017 - 12:24 PM, said:

Are new mechs announced on a schedule or is it random?

Also are there anymore fill-in-heroes to announce or is everything all flushed out now? As in next announcement will be new mechs (LIke civil war and escalation)

Thank you Posted Image|

EDIT: Also does anyone know when the last time XP was on double conversion sale?

while new Mech announcements are not entirly predictable, historicly PGI like to announce new Mechs at least every other month, so I would guess a third pack maybe "Civil War: further esclation" should be announced sometime in August for an early 2018 Mech release.

As far as I am aware every Mech chassis ether has a hero or one has been announced and is coming soon. I cannot rule out (and indeed would rather like) new Hero varients for some chassis, e.g. Kai Allard Liao's 3050s Yen Lo Wang refit, and there is certainly a presidence for this as Dragon and Catapult both have 2 Hero varients.

as for last double XP weekend, that was the Memorial day sale on the 26th-31st of May, historicly they usualy do one every 2-3 months, so the next will probably be in August.

#7868 Audacious Aubergine

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Posted 06 July 2017 - 11:16 PM

View PostKaptain, on 06 July 2017 - 12:24 PM, said:

EDIT: Also does anyone know when the last time XP was on double conversion sale?

I think it was a couple weeks ago during the end bits of the Summer Blast event?
EDIT: Nope that was a bonus thingys event

Edited by Audacious Aubergine, 06 July 2017 - 11:18 PM.


#7869 Nema Nabojiv

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Posted 07 July 2017 - 01:42 AM

can somebody help me with this:

1. I have a mech, say Atlas D fully skilled out
2. I buy another Atlas D annd I want to use it with different build

Will the second chassis have the same skills activated or can I two simillar chassis with different skill setups ? Thanks!

Edited by Nema Nabojiv, 07 July 2017 - 01:42 AM.


#7870 Rogue Jedi

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Posted 07 July 2017 - 03:06 AM

View PostNema Nabojiv, on 07 July 2017 - 01:42 AM, said:

can somebody help me with this:

1. I have a mech, say Atlas D fully skilled out
2. I buy another Atlas D annd I want to use it with different build

Will the second chassis have the same skills activated or can I two simillar chassis with different skill setups ? Thanks!

no, the new skill tree is per Mech, the old was per varient.

now any XP or skills you earn are locked to the exact Mech, so purchase a second AS7-D and it will have no skills or XP, if you have HXP, HSP or GSP from the great refund when the new tree went in you can apply it, to your new AS7-D otherwise you need to earn XP and cbills to skill the new Atlas

#7871 Nema Nabojiv

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Posted 07 July 2017 - 03:22 AM

Thank you!

#7872 Audacious Aubergine

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Posted 07 July 2017 - 04:37 AM

Dunno how possible a short answer will be for this question, but in the advent of engine de-sync, is there as much of a necessity for the slower but lighter assaults (ie Stalker) to take larger-than-stock-255 engines to help with torso/accel/decel/turn speed?

#7873 Rogue Jedi

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Posted 07 July 2017 - 05:19 AM

View PostAudacious Aubergine, on 07 July 2017 - 04:37 AM, said:

Dunno how possible a short answer will be for this question, but in the advent of engine de-sync, is there as much of a necessity for the slower but lighter assaults (ie Stalker) to take larger-than-stock-255 engines to help with torso/accel/decel/turn speed?

If you only care about agility then no, bigger engine no longer does anything.

As to viability of builds then that would depend on a lot of factors, a big one is if you are pugging speed is likely to be much more of an issue than if with a group, as you could trust the group to stick with you but a Pick Up Group is much less likely to wait around for a slow assualt, there are other things to think about but that is a big one.

I will stop there as not to go off topic.

#7874 Mechwarrior4670152

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Posted 07 July 2017 - 11:44 AM

I am having trouble searching through the patch notes to double check (my google-fu keeps giving me pages from early beta, and the forum search is not helping) but...

It seems that some patches ago they made it so that capping the base in assault pays better than the last kill, has that changed? Am I remembering wrong? Or what?

#7875 Tier5 Kerensky

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Posted 07 July 2017 - 01:37 PM

View PostAudacious Aubergine, on 07 July 2017 - 04:37 AM, said:

Dunno how possible a short answer will be for this question, but in the advent of engine de-sync, is there as much of a necessity for the slower but lighter assaults (ie Stalker) to take larger-than-stock-255 engines to help with torso/accel/decel/turn speed?


Most assults should try to get at least 55 km/h. I think Stalker with 255 is too slow, but I didn't check how much it gets speed with that.

Most important thing about speed and assults, is that you have enough not to be left behind, so that you don't fall prey to lights. In that, some assults have it easier, if they are particularly good againts lights, or have other deterrence. Namely ECM or good close range weapons with arm mounts.



View PostWence the Wanderer, on 07 July 2017 - 11:44 AM, said:

I am having trouble searching through the patch notes to double check (my google-fu keeps giving me pages from early beta, and the forum search is not helping) but...

It seems that some patches ago they made it so that capping the base in assault pays better than the last kill, has that changed? Am I remembering wrong? Or what?


I don't remember any change like that or anything close to it.

Q:How to find patch notes?
A: Look down this page, it has link under game header.

Or direct link.
https://mwomercs.com/game/patch-notes

Then you can go through them clicking the "previous" link, and search each page for spesific keywords with browser search function.

Edited by Teer Kerensky, 07 July 2017 - 01:38 PM.


#7876 Mechwarrior4670152

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Posted 07 July 2017 - 01:46 PM

View PostTeer Kerensky, on 07 July 2017 - 01:37 PM, said:

https://mwomercs.com/game/patch-notes

Then you can go through them clicking the "previous" link, and search each page for spesific keywords with browser search function.

Thank you. That link was not showing up on my browser (Chrome)

#7877 Tesunie

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Posted 07 July 2017 - 06:50 PM

View PostWence the Wanderer, on 07 July 2017 - 11:44 AM, said:

It seems that some patches ago they made it so that capping the base in assault pays better than the last kill, has that changed? Am I remembering wrong? Or what?


They did bump up the rewards for a capture on Assault some time ago, but it wasn't so much that it gave you more than a kill/kill assist. However, as a team as a while, winning by capture helps the whole team earn more rewards, compared to a single player gaining rewards for killing the last mech.

So, yes and no? Depends on if you are only worried about your own wallet or the whole teams income.

As a side note, Conquest tends to pay the most C-bills to a team as a whole compared to other game modes (last I knew). You gain a C-bill bonus at the end of the match (win or lose) based upon how many resources you captured. Win the match for best rewards, but even if you lose and did well on the caps you can earn a reasonable amount still. But don't sabotage your team either by just capping! You tend to want to cap three cap points if possible, then rejoin the team to do some killing. Maintain a 3 cap total, and eventually you'll either win on caps or just have a lot of resources. If you can't get 3 though, 2 will hold you steady as a team.

#7878 Mechwarrior4670152

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Posted 07 July 2017 - 06:57 PM

View PostTesunie, on 07 July 2017 - 06:50 PM, said:


As a side note, Conquest tends to pay the most C-bills to a team as a whole compared to other game modes (last I knew). You gain a C-bill bonus at the end of the match (win or lose) based upon how many resources you captured. Win the match for best rewards, but even if you lose and did well on the caps you can earn a reasonable amount still. But don't sabotage your team either by just capping! You tend to want to cap three cap points if possible, then rejoin the team to do some killing. Maintain a 3 cap total, and eventually you'll either win on caps or just have a lot of resources. If you can't get 3 though, 2 will hold you steady as a team.

That much I knew, I am compiling a list of arguments against voting for Skirmish.

So far the only reason I can see for the existence of that mode is the lower mental requirements to play well in, but wanted to hunt down the exact numbers to try and prove my point with.
Sadly I found it in the patch notes - but no numbers other than spreading the love to the whole team, and and 'increased rewards' was listed.

Going to have to wait till I can play so I can check the actual rewards (and then pray I can actually pull it off without getting TK'd again)

#7879 Tesunie

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Posted 07 July 2017 - 07:21 PM

View PostWence the Wanderer, on 07 July 2017 - 06:57 PM, said:

That much I knew, I am compiling a list of arguments against voting for Skirmish.

So far the only reason I can see for the existence of that mode is the lower mental requirements to play well in, but wanted to hunt down the exact numbers to try and prove my point with.
Sadly I found it in the patch notes - but no numbers other than spreading the love to the whole team, and and 'increased rewards' was listed.

Going to have to wait till I can play so I can check the actual rewards (and then pray I can actually pull it off without getting TK'd again)


Honestly? Skirmish is voted on because "it's easy" or "brainless". People just "want to have big stompy robots fight" most times, and Skirmish provides that with spades. (No, I'm not saying Skirmish doesn't have it's own tactics and reason for being in the game, but man do I get tired of playing it over and over and over...) People play the game to fight, and skirmish provides that with spades.

But, there are plenty of reasons to vote other game modes, if for no other reason than "something different" and "a breath of fresh air". Variety is the spice of life after all, correct?


But, for each game mode:
- Conquest is a C-bill generator for the whole team. Even if you have a poor showing in the fight, everyone can still walk away with a reasonable bank roll. Encourages more team play and the whole team benefits as a whole. What I mean is, if a few players do very poorly (and in skirmish would get poor rewards), the team can help that single player out if they do well. (Kinda like letting the enemy kill you if you are the last mech on Skirmish, instead of "walking out of bounds" or "overheating" to death to "end the match sooner". Let the enemy team kill you, and do what damage you can. This provides both yourself and the enemy as much rewards as possible. This is a game, it is best to try and benefit all players in a match.)

- Assault has much the same as Conquest if the base is taken. However, it plays most like Skirmish, and as mentioned most people want "big stompy robots", not "run to the cap point". For maximum team rewards, kill all but a single player, and then let every ally onto the enemy base to cap it. This would provide the team as a whole the most rewards. If the surviving enemy is smart, they would run to your base, and get some added rewards for themselves for their cap attempt. A lot of people get angry when a base is capped and the match has barely begun. To be honest though, I can't blame them if the cap is too soon and no fighting has really happened yet... This is a game, and people should have fun. Save the capping till later or as a tactic to pull the enemy back to their base (unto which, I recommend you let your team know your intentions at that point, so they don't freak out thinking you are going for an early cap win..).

- Domination is great if you have a brawling build to be honest most times. Most maps the domination point leaves you close enough together that a brawl is easy enough to engage in, if you can approach well. This game mode also stuffs easily the "last light enemy mech running, hiding, and shutting down in a corner". They can go ahead and do so, but the match is still going to end in a more timely manner. Reward level, I'm not certain on about this one. (Not saying hiding and trying to ambush searching lone enemy mechs for easier kills is not a reasonable tactic, but some people will run facing a building, shut down, and then disconnect... Which is not fun to watch if it's on your team and he's the last one alive.)

- Escort... I'm sorry. This one plays out almost exactly like "Skirmish+". It's skirmish for the most part, with an extra target. However, that VIP Atlas is very good for damage farming. It can be an excellent way to farm higher damage scores... provided you don't forget the rest of the enemy team and die young by concentrating too much on the VIP...

- Incursion (Destroy the base, whatever it is called) I believe still needs some tweaking before I can say it's good. But it isn't bad either. However, currently, you are rewarded more if you treat it like skirmish... However, careful use of the tower abilities can greatly help the team win a skirmish like fight. Radar tower is invaluable to finding the main enemy team and counter move them. The Air Control if great if the enemy decides to just hole up inside their base. (ECM is only good if the enemy is pushing your base, and it's only of moderate use most times I find.) You can earn a little more C-bills for destroying turrets, other base "stuff" and picking up and delivering energy... If you can do that past the skirmish.

Sooo... there are reasons to vote for other game modes, depending upon the options. I've basically listed them as I felt from best to worst in rewards category (in my opinion). Skirmish is such a popular mode I didn't bother listing it. (And if someone tells you that "you get rewarded in Skirmish for the damage you take"... No. It's not true. I had someone try that line... Just look at your end of match score breakdown and you'll see what is giving you C-bills...)



As far as being TKed for capping a base... That is against the CoC and the ToS everyone agreed to in order to play the game. Report them for the TK and leave it at that. They also incur wait penalties (and a C-bill fine) for damage done to allies as well as if they kill a teammate. (Do not fear, small amounts of team damage does not create a penalty. But large amounts do...)

I'm going to presume you know how to report players? If not, please ASK HERE! It's important to know. (I'd cover it here, but this is already a long post...)

#7880 Mechwarrior4670152

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Posted 07 July 2017 - 07:27 PM

View PostTesunie, on 07 July 2017 - 07:21 PM, said:


Honestly? Skirmish is voted on because "it's easy" or "brainless". People just "want to have big stompy robots fight" most times, and Skirmish provides that with spades. (No, I'm not saying Skirmish doesn't have it's own tactics and reason for being in the game, but man do I get tired of playing it over and over and over...) People play the game to fight, and skirmish provides that with spades.

I appologize for not reading all of that (I will try to do so in a minute or two)

However - what does skirmish offer that the other modes do not also offer - other than the less thought.
The lack of bases to worry about being outmaneuvered?

They ALL offer what you say!
One of the biggest complaints I see in the forum is "every mode is skirmish"

But the others offer what skirmish does +
They all even offer potentially higher pay!





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