Then I realize something. I still have rockets. Most of my launchers read "10" missiles and 2 of them read "15 missiles."
So I fired my one time use rocket launchers... a few more times.
Has anyone else had this experience? What causes it?
Drats, couldn't find the relevant patch notes, but I thought I remembered them limiting rocket launches to one ta two launchers at a time due to some folk loading up locusts with four launchers and wrecking face, or archers with full on rocket swarms. (Sorry bout that.)
Also, as for damage, were you safely outta minimum range? I've found fighting just at minimum range can be wonky, an always try to give it another 50m if I can.
Rocket launcher 10 fires 10 missiles, rocket launcher 15 fires 15. They don't have "ammo" in the conventional sense, they are just one shot weapons like strikes. But ingame it will display it like that because they are modelled close to SRMs.
In particular with overheating, not all your weapons actually fire. They do create the heat as if they fired, to overheat, but projectiles don't fly or other weird stuff goes on.
Or in case of the video, the heavy large lasers didn't all shoot at target, just some. Due to bugged out implementation, the torso weapons fired rougly towards from the front of legs.(which doesn't make sense as his torso was twisted, but that's how it bugger. Plus from what I understand from the audio, the Dire Wolf pilot saw things differently than his target)
So in your case the overheating stopped the process of shooting and that's why it didn't fire all.
Robinson Crusher, on 30 September 2017 - 06:59 AM, said:
If I increase pitch or yaw with the skilltree it increases my mech torso's pitch and yaw, but does it also increase the vertical and horizontal range within which I keep a target lock?
To make it clear, no. It's only to allow your torso move more.
You are able to target anything in front of you. Even when "you" can't see it. This applies tall mechs particularly with high cockpits, which can still target a tiny light right in front of you, even when you can't see it.
(targetting is the function of sensors, so sensors are not limited as much as you are.
I'm fairly certain sensors have no vertical limits. There are certain places and situations where enemy mechs can be directly above you, and you are able to target them even if you have no means to see them as they are so high on a cliff or something. But of course your sensors do need line of sight still.
For horizontal view they do have a limit. I think it's fixed limit for all mechs, don't know about the arch. I think it's somewhat bigger than your fiew of view arch. It wouldn't make sense to be the same as you can adjust the field of view from settings a bit.
Teer Kerensky, on 30 September 2017 - 04:56 PM, said:
Rocket launcher 10 fires 10 missiles, rocket launcher 15 fires 15. They don't have "ammo" in the conventional sense, they are just one shot weapons like strikes. But ingame it will display it like that because they are modelled close to SRMs.
In particular with overheating, not all your weapons actually fire. They do create the heat as if they fired, to overheat, but projectiles don't fly or other weird stuff goes on.
Or in case of the video, the heavy large lasers didn't all shoot at target, just some. Due to bugged out implementation, the torso weapons fired rougly towards from the front of legs.(which doesn't make sense as his torso was twisted, but that's how it bugger. Plus from what I understand from the audio, the Dire Wolf pilot saw things differently than his target)
So in your case the overheating stopped the process of shooting and that's why it didn't fire all.
That's the strange thing though, after that first time I switched to 3 separate groups and fired them two at a time, and still got a couple of uses out of the two that had 15 rockets in them. Granted they were in 5 tube slots. The others fired all at once but they had ten tube slots. It was just weird that they would cut off like that. I mean the shutdown I could understand (though that does NOT stop LRMs or SRMs from firing, nor does it stop lasers from firing.)
I am dead ... If i stay do I get more c-bills than if I leave and queue again? I have heard it was patched so that staying to the end is better but I have heard both ways from different people
I am dead ... If i stay do I get more c-bills than if I leave and queue again? I have heard it was patched so that staying to the end is better but I have heard both ways from different people
You get everything that you earned as long as you where ingame.
You did 500dmg, you made 4 assists (mechs that you shot at died by an other players hand), you killed a mech and you gathered some rewards for spotting, protecting and beeing protected and caping. Those are the things you definetly get paid for. Now you die and leave.
If mechs get killed after you left that you have shot, your UAV that still stays on detects enemys or the arty you throw before you left produces dmg you will get nothing for it.
Everything that gets accouted to your personal stats, what you actively did in your mech, after you leave, will not be counted since your account is not connected to the game anymore.
What you will get even after you left is your Win/Loose bonus (since this is not connected to your personal statistics) and salvage if aplicable (also a teamwide reward separated from data your pilot caused).
So if you get killed early and you simply did no dmg and no signifficant ammount of assists it does not matter if you leave early since you won't loose much.
But if you lets say put an arty in the midst of the clustered enemy team you actually will loose a lot of rewards for assists, KMDDs and stuff.
Also UAVs can be worth waiting for since they can give you lots of through ecm locks counter ecm dmg spotting and scouting rewards.
Edited by The Basilisk, 01 October 2017 - 02:02 AM.
I am dead ... If i stay do I get more c-bills than if I leave and queue again? I have heard it was patched so that staying to the end is better but I have heard both ways from different people
Short version.
Everything you got credit for, you keep when you leave. (Except victory/defeat; you will always get that reward.)
If you were going to get credit for something that has yet to happen but have already left, you miss out on it. Make sure whoever you were shooting at is dead before you leave so you can make sure to get that kill assist as well. That's all and then its okay to leave. That's typically something like 6,500 cbills so it doesn't matter too much if you wanna just leave early.
Now if you shot at and hit every single enemy at least once, you should wait around as that's up to 78,000 you'd miss out on if your team annihilates the enemy after you've left.
Thank you Koniving and Basilisk. I think I have been missing out on a lot of c-bills which I will now get.
I always stay, C-bills be damned. It's usually fun to watch (or bemoan), I can help my team by calling targets or giving warnings, and there are surprising things you can learn by watching others play...
Examples of good play can be imitated. Even if your team sucked, it's good just to watch how mistakes play out. You can avoid them next time, or exploit them better when the enemy does the same.
aGentleWarrior, on 04 October 2017 - 11:18 AM, said:
Did they stop to announce events on web page?
That way i did not play last days because i did not start the web client because without event i had no motivation to play ....
The last few events to my knowledge has been announced on the website. The most recent one was FP Drop Deck Challenge, and you could find the details here.
I have my forum profile set to notify me if there are any new threads created in the Announcement forums. So I tend to at least get to see everything going on when I log on easily enough.
aGentleWarrior, on 04 October 2017 - 11:18 AM, said:
Did they stop to announce events on web page? That way i did not play last days because i did not start the web client because without event i had no motivation to play ....
Like Tesunie said, they announce the events in the Announcement section of the forums, like before, but keeping track is now in game,
which is nice because it's updated instantly after the match, for some reason some players are having issues with the in-game tracker thingy, I'm not sure if they actually do . . it is possible, or they're just not clicking on it to open it, more to open , so it's not just a one click thing, to see it all
LocationRas Alhague Insane Asylum, most of the time in the pen where they lock up the Urbie pilots
Posted 05 October 2017 - 01:18 AM
If I have a bunch of unleveled 'Mech with a hell lot of HXP on them. If I sell that mech, will the HXP still be there, when I decide to re-aquire that mech at a later time?
If I have a bunch of unleveled 'Mech with a hell lot of HXP on them. If I sell that mech, will the HXP still be there, when I decide to re-aquire that mech at a later time?
Yes it will be thre, because the HXP and HSP belong to that named variant of that chassis.
While ordinary XP and ordinary SP and ordinary USED skillpoits AKA unlocked skill nodes, belong to the single mech they happen to belong.
If I have a bunch of unleveled 'Mech with a hell lot of HXP on them. If I sell that mech, will the HXP still be there, when I decide to re-aquire that mech at a later time?
HXP is a pool for the chassis befor you assign it to that one mech.
E.g. you have 3x Hunchback 4G's and on one of them you have 1000 XP, but for the "HBK 4G" chassis you have the unspent HXP pool.
If you decide to sell your hunchbacks, you are sacrificing that 1000XP on your first mech, but the HXP is not touched, as it is not tied to any specific mech.
So main use of HXP and HSP is to use it for the future, when you get another copy (or you decide to level an existing mech) of this variant.
The last few events to my knowledge has been announced on the website. The most recent one was FP Drop Deck Challenge, and you could find the details here.
I have my forum profile set to notify me if there are any new threads created in the Announcement forums. So I tend to at least get to see everything going on when I log on easily enough.
That is a good hint, does following the FORUM the trick? Because under email I just found the following settings...
Please send me MechWarrior Online's newsletter.Please send me information about other FASA® products including: MechWarrior, Shadowrun® and Crimson Skies®.
I use the new tracker when Im in game of course but i am not in on a daily basis, in contrary to the main page.
BTW is there a possibility to minimize the ingame tracker? I always close, and then need to reopen, open event, scroll ... this feels clumsy.
Edited by aGentleWarrior, 05 October 2017 - 03:03 AM.
aGentleWarrior, on 05 October 2017 - 02:55 AM, said:
That is a good hint, does following the FORUM the trick? Because under email I just found the following settings...
Please send me MechWarrior Online's newsletter.Please send me information about other FASA® products including: MechWarrior, Shadowrun® and Crimson Skies®.
I use the new tracker when Im in game of course but i am not in on a daily basis, in contrary to the main page.
BTW is there a possibility to minimize the ingame tracker? I always close, and then need to reopen, open event, scroll ... this feels clumsy.
I actually watch the whole announcement forum. Mine is set up to pop up a notification on this web site only (I can't recall if you can have it send an E-mail reminder) whenever a new thread is created in some of the forums. Really helps me stay in the know, which I do like.
As far as the in game tracker, I don't know. I do believe you can't just minimize it (yet). It may still be a little clunky, but it isn't bad either. I'm sure over time it will get some refinements. Even if it doesn't, I feel it's better than what we once had. Instant updates compared to once an hour updates... Just do keep in mind, it's still brand new to the game.