Short Question, Short Answer
#7961
Posted 20 July 2017 - 07:08 AM
#7962
Posted 20 July 2017 - 07:13 AM
Rogue Jedi, on 20 July 2017 - 04:08 AM, said:
I have not tried that recently but that trick has worked in the past to allow you to pick which hardpoint is used
Most of the times it worked, but there are several mechs where you can't force the order of weapons.
But it's worth a try.
#7963
Posted 20 July 2017 - 07:19 AM
Rogue Jedi, on 20 July 2017 - 04:08 AM, said:
I have not tried that recently but that trick has worked in the past to allow you to pick which hardpoint is used
el piromaniaco, on 20 July 2017 - 07:13 AM, said:
Most of the times it worked, but there are several mechs where you can't force the order of weapons.
But it's worth a try.
Yeah, I tried this already. Doen't work for me. It removes the middle weapon anyway. BTW it's GHR-5P and the way it adds the lasers is the most weird one ><
THX any way. Should rething of build then.
#7964
Posted 21 July 2017 - 07:43 PM
Nein Sky, on 20 July 2017 - 07:19 AM, said:
Yeah, I tried this already. Doen't work for me. It removes the middle weapon anyway. BTW it's GHR-5P and the way it adds the lasers is the most weird one ><
THX any way. Should rething of build then.
What lasers are you trying to place there. It should work fine.
Most mechs allow padding with other weapons to push the weapons you actually want, to high mounts.
Two examples. First one I've used flamers to push the two ERL up. Flamers because they are visually different, of course you'd want to use ER-S as they are lighter.
Now, you need to leave those weapons there, or the pushed weapons will drop down. You don't need to use those weapons and most likely you won't be able to.
Another with ER-S pushing two ER PPCs on each ST to high.
Some other typical uses.
Kodiak 3 first with just a pair of gauss rifles, they take the lower slot. But add a MG first and then the gauss rifles can take the top slots, which are really high, anything you can see, you can shoot.
Kodiak 3 has limitation that UAC20/AC20/LXB20 will always take the lower slot. Any AC/LBX/UAC lower caliber, can take the high slot, but must always be padded with MG first.
Some mechs are a little bit weird, possible related to new tech and that not all slots are modelled for all weapons, which may change in future. But in the case of Kodiak 3 the UAC20 is old tech so it's intented limitation.
Cyclops Hero has 2 ballistic on each ST. It's odd in that that you can push UAC20 high, same as UAC10 of course, but not gauss, not light gauss, not AC20, not even AC10.
It could be related to the mech not yet having fully modelled for new tech. UAC20 looks same as UAC5, so if previously you could be allowed to push UAC5 high, then it allows pushing UAC10 and UAC20 high too. As well as for example RAC5.
Of course you can have two light gauss for example so that the other is high, and the other one would look wrong, because they haven't yet been fully modelled.
On this screenshot it has two light gauss on left and UAC20 high on right.
#7965
Posted 21 July 2017 - 07:51 PM
#7966
Posted 21 July 2017 - 08:25 PM
Audacious Aubergine, on 21 July 2017 - 07:51 PM, said:
Well it's a work in progress. I would except all mechs to take at least two more patches, possibly nmore, considering right now only handful are complete.
Quote
Until then, placing new weapons onto a 'Mech which does not yet support the unique visuals will cause those weapons to appear as their similar counterparts. For example, Rocket Launchers will appear as LRMs.
The following 'Mechs however do support the distinct visuals of new weaponry in this patch:
IS
• Black Knight
• Crab
• Enforcer
• Grasshopper
• King Crab
• Mauler
• Zeus
• Panther
• UrbanMech
• Wolfhound
• Annihilator
• Uziel
Clan
• Mad Cat MK II
• Cougar
Edited by Teer Kerensky, 21 July 2017 - 08:25 PM.
#7967
Posted 22 July 2017 - 08:58 AM
Meaning best to worst ones.
I got a Mech where I paid for every Node I needed elsewhere and have a bunch left over.
#7968
Posted 22 July 2017 - 11:10 AM
Wildstreak, on 22 July 2017 - 08:58 AM, said:
Meaning best to worst ones.
That depends on the Mech.
Some Mechs get more benefit from armor others are better off with structure, and diferant weight classes get difering gain for each node.
First check your Mechs quirks because the extra percentages from any armor/structure nodes stack with the quirks.
The reinforced casing becomes much more useful if your Mech has a lot of extra structure (because that gives far longer that you can recieve critical hits), but is not that good if you have a lot more armor with comparitavely less structure hitpoints,
AMS is of course worthless if you are not taking AMS
A rule of thumb seems to be that for lighter Mechs armor is usualy better while for assualt Mechs structure is usualy better but again there will be exceptions depending on the Mechs quirks.
#7969
Posted 22 July 2017 - 11:40 AM
Nein Sky, on 20 July 2017 - 04:03 AM, said:
Short question: How can i change the hardpoint (see picture below)?
You kinda can't, unless it has a "preference" for where the laser is. For example if you were using medium lasers and it did that, it is possible it might "prefer" a large laser to be in the upper space.
Many mechs have this sort of issue, for example the Victor's right arm "prefers" the largest AC to be in the primary position, even if you put it in after other weapons it will move other weapons to the side positions in order to have the biggest AC in the primary position.
The Banshee prefers to have its biggest AC and biggest energy weapon in the 'primary' hip positions and will rearrange all the weapons inserted before it so that they will be there. If you have multiples, it then seems to have a secondary preference and from there it becomes completely random so long as the primary and secondary preferences for 'big weapons' are filled.
Good luck. If it is weighted, perhaps adding a "TAG" laser will work? TAG lasers tend to 'drop' in preference. You'd also get some bonus cash if anyone LRMs your target while 'firing' the TAG.
#7970
Posted 23 July 2017 - 02:15 PM
#7971
Posted 23 July 2017 - 03:13 PM
If I own a hero mech, can I buy second one, same?
#7972
Posted 23 July 2017 - 04:35 PM
G4LV4TR0N, on 23 July 2017 - 03:13 PM, said:
If I own a hero mech, can I buy second one, same?
Yep.
It'll get its own skill tree, just like all the other mechs now.
I'd ask why you would want to, but I figure it's faction play related.
Help me narrow down some patterns?
https://mwomercs.com...ut/page__st__20
The time I have to make a choice is coming to a close soon; pick out some favorites.
My allies and my enemies alike will be the ones to look at the paints more than myself.
#7973
Posted 23 July 2017 - 05:46 PM
Keltan, on 23 July 2017 - 02:15 PM, said:
Match score is roughly damage halved, and then in CW, divided by the mechs you use. Other things'll add in, but if you get Twelve hundred damage you'll get your 150 match score, no matter what. (Things like scouting, component destroyed an what not'll lower the damage requirement,)
Trying to stay on one mech the whole way is actually a poor way of trying to do it, since it'll mean taking a mech off of the line of battle, giving your team a disadvantage against the enemy. Which usually means your team gets outnumbered and defeated, and once their done with the team, they'll move onto you next, an you'll have no teammates left to assist you. People complaint about thier spawns getting overrun when they do this very thing that prompts it.
Trying to save your mech means abandoning your team on the most team-centric game mode this game has. Please, do not do so. Just focus on getting your damage in and by all means don't get caught alone against superior numbers, but don't abandon your team either.
~Leone.
Edited by Leone, 24 July 2017 - 06:00 PM.
#7974
Posted 24 July 2017 - 06:00 AM
THX in advance!
#7975
Posted 24 July 2017 - 06:47 AM
Leone, on 23 July 2017 - 05:46 PM, said:
I've had match scores of less than 70 with 600+ damage lately, and a match score of 350-ish for 153 damage.
So it isn't not entirely true anymore. There are other factors at play, like the little 'pay' trinkets. (The 600+ damage I was completely on my own, bit late to the party so I did all of my own damage and kills with little teamwork since the team was mostly dead.) (The other I moved with the team, was a sluggish part of the deathball and hung out on objective markers).
ZZ 80, on 24 July 2017 - 06:00 AM, said:
THX in advance!
If it says "UAC" without the /5, it affects all.
I can't say if it affects RAC.
#7976
Posted 24 July 2017 - 10:03 AM
ZZ 80, on 24 July 2017 - 06:00 AM, said:
THX in advance!
patch notes said
Quote
UAC Jam Chance Nodes have been replaced with Enhanced UAC/RAC Nodes. Rather than reducing the chances of incurring a weapon jam, these Nodes will now instead reduce the Jam Duration for UACs and improve the dissipation rate of the Jam Gauge for RACs.
#7977
Posted 25 July 2017 - 12:21 AM
kinda thinking you wont really notice it much one way or another, unless you are double tapping every time.
#7978
Posted 25 July 2017 - 04:34 AM
sadly,or i would have used uac10s on wolverine and zeus already.
#7979
Posted 25 July 2017 - 12:38 PM
What is the 1... 2... 3... % chances on targeting computers?
#7980
Posted 25 July 2017 - 01:23 PM
ScottAleric, on 25 July 2017 - 12:38 PM, said:
What is the 1... 2... 3... % chances on targeting computers?
Crit chance yes, lock ons no.
They give you the enemy paper doll info faster, not the actual lock on time.
Lock on time is decreased by artemis, and I think that's the only thing that affects it. Everything else is target info time. (Do correct me if im wrong forumites)
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