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#8221 TooDumbToQuit

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Posted 05 November 2017 - 05:45 AM

I remember being told..(I think) that if all your slots are filled with Armor or Structure that it makes you a little stronger as far as taking hits.

#8222 Rogue Jedi

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Posted 05 November 2017 - 08:43 AM

View PostLikeUntoGod, on 05 November 2017 - 05:45 AM, said:

I remember being told..(I think) that if all your slots are filled with Armor or Structure that it makes you a little stronger as far as taking hits.

You may have been told this, and it is not completely incorrect but it is misleading.

If equipment takes up a slot and takes damage you can suffer critical damage (extra damage to the structure of that componant), however armor and struture slots do not take that damage, nether do empty slots.

if your left side torso only contains armor or structure slots you will not have any equipment in that torso so cannot suffer critical damage, therefore there is no chance of critical damage, any weapon has a chance of getting critical damage, a Machine Gun, LBX AC or Flamer have higher chances of doing critical damage but if there is nothing to crit they do not get their bonus critical damage.
However the componant being completely empty would have exactly the same effect, having armor or structure slots does exactly the same as having nothing in there.

#8223 Audacious Aubergine

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Posted 09 November 2017 - 04:07 AM

Do all the different gauss rifles (light, regular, heavy and clan) have the same charge up time?

#8224 Rogue Jedi

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Posted 09 November 2017 - 06:46 AM

View PostAudacious Aubergine, on 09 November 2017 - 04:07 AM, said:

Do all the different gauss rifles (light, regular, heavy and clan) have the same charge up time?


No, they do not, light definalely charges/reloads faster, I am not sure about the other types but I think they each have diferant charge times

#8225 Dungeon 206

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Posted 09 November 2017 - 08:54 AM

hey guys.
quick trivia question.

the 50. Cal hanging item.
was it released as part of a mech pack?
if so, which mech?

(for example the Crane Hook hanging item was released as part of the Roughneck)

#8226 Rogue Jedi

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Posted 09 November 2017 - 10:39 AM

View PostDungeon 206, on 09 November 2017 - 08:54 AM, said:

hey guys.
quick trivia question.

the 50. Cal hanging item.
was it released as part of a mech pack?
if so, which mech?

(for example the Crane Hook hanging item was released as part of the Roughneck)

I am pretty sure it was origionaly an event reward years ago, probably 2013/2014

#8227 Bixente Vega

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Posted 09 November 2017 - 03:22 PM

Hi guys.
How do I play faction play? I mean, the current event doesn't involve my faction and I cannot click "Fight now". I know no other way to join.
Thank you.

#8228 Tier5 Kerensky

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Posted 11 November 2017 - 05:12 AM

View PostBixente Vega, on 09 November 2017 - 03:22 PM, said:

Hi guys.
How do I play faction play? I mean, the current event doesn't involve my faction and I cannot click "Fight now". I know no other way to join.
Thank you.


There should have been Clan vs IS fights going on, along with spesific Clan vs Clan and IS vs IS. Maybe for brief time there weren't. The event was first of it's kind.

But for most part during the event you could just fight the generic IS vs Clan fight.

#8229 Koniving

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Posted 11 November 2017 - 08:57 AM

View PostDungeon 206, on 09 November 2017 - 08:54 AM, said:

hey guys.
quick trivia question.

the 50. Cal hanging item.
was it released as part of a mech pack?
if so, which mech?

(for example the Crane Hook hanging item was released as part of the Roughneck)

Originally released as a purchase item in the VERY early cockpit item stuff. One of the first sets of releases. Not part of a mechpack.

Between 2013 and 2014. Likely 2013.

It was released in an event after I bought it. I was like "Damn."

#8230 Koniving

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Posted 11 November 2017 - 09:03 AM

View PostBixente Vega, on 09 November 2017 - 03:22 PM, said:

Hi guys.
How do I play faction play? I mean, the current event doesn't involve my faction and I cannot click "Fight now". I know no other way to join.
Thank you.

Since this is your first post in the forum, I am not going to assume you have all the prerequisites.

You need the following:
A dropdeck with 240 to 265 tons worth of 4 mechs assigned to it. Find this under Mechlab, "Manage Dropdeck." Or Faction Play, "Manage Dropdeck."
Note: They must be all for the same side (in your case, the Inner Sphere).

Assemble a Scouting deck of 1 mech between 20 and 55 tons (IS; 50 ton limit Clans).

Now you should be able to fight in Faction Play.

Be sure to choose between "Scout Now" (4 vs 4, single mech. Goal is to download as many intel nodes as possible and get away [or kill the guys trying to get away]).
and "Fight Now" 48 mechs versus 48 mechs (12 players versus 12 players).

#8231 Rawnblaed

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Posted 11 November 2017 - 06:57 PM

Did PGI remove the lower arm actuators on the Annihilator 1P? It used to have awesome arm swing but doesn't anymore. All the others still have them. Or am I not remembering after not playing it for a month?

Edited by Rawnblaed, 11 November 2017 - 06:58 PM.


#8232 Rogue Jedi

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Posted 12 November 2017 - 02:13 AM

View PostRawnblaed, on 11 November 2017 - 06:57 PM, said:

Did PGI remove the lower arm actuators on the Annihilator 1P? It used to have awesome arm swing but doesn't anymore. All the others still have them. Or am I not remembering after not playing it for a month?

I cannot answer that, however the store page shows no lower actuator on the 1P, I suppose it is possible they initialy put them in by mistake and fixed the error.

#8233 DavidStarr

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Posted 12 November 2017 - 06:32 AM

I'm curious: how come King Crab is still relevant and balanced (or even on the good side of the assault mech variety)? It's an old mech, right? And it has a few disadvantages: it's slow; its low-slung arms contain most of its firepower, can't peak effectively; it's wide which makes it a great LRM target. But I hear that it's still a better assault mech, and I can confirm that myself - I love my quad UAC/5 KGC-000B.

But what exactly balances out those drawbacks and makes it good? How was it buffed in the recent years to keep it relevant in the wake of new mechs like Kodiak and mad Cat? Did it get more firepower through quirks? Or did it get better survivability?

Edited by DavidStarr, 12 November 2017 - 06:35 AM.


#8234 Rogue Jedi

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Posted 12 November 2017 - 10:11 AM

I am not sure how viable the King Crab is, quirks give it 79 extra armor on most varients plus several 5-15% weapon quirks depending on model, comparitavely the Atlas and Annihilator get stronger durability quirks, Kodiak gets more manuverability, some pods for the DWF S and W get jumpjet or durability quirks.

no 100 tonner gets much in the way of firepower buffs

#8235 Koniving

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Posted 12 November 2017 - 12:36 PM

View PostDavidStarr, on 12 November 2017 - 06:32 AM, said:

I'm curious: how come King Crab is still relevant and balanced (or even on the good side of the assault mech variety)? It's an old mech, right? And it has a few disadvantages: it's slow; its low-slung arms contain most of its firepower, can't peak effectively; it's wide which makes it a great LRM target. But I hear that it's still a better assault mech, and I can confirm that myself - I love my quad UAC/5 KGC-000B.

But what exactly balances out those drawbacks and makes it good? How was it buffed in the recent years to keep it relevant in the wake of new mechs like Kodiak and mad Cat? Did it get more firepower through quirks? Or did it get better survivability?


"Its still a better assault mech" than what?

Like the Dire Wolf, the King Crab is a weapons platform. The arms may be low slung, but their distance below the cockpit is very negligible so "low" doesn't matter that much. Much like the Archer's arms don't feel low slung when you realize the Archer's cockpit is in the mech's stomach. If anything the high slung weapons on the Archer feel obtuse and out of place on it, since they have to converge downward from so far above the cockpit.

It deals primarily in front loaded damage weapons, ballistics, which for the IS are superior than any other weapon type. It can also carry quite a few of them. If someone is spotting it for LRMs, all the mech needs to do is suppress the spotter. Any light staring down a King Crab is likely to die in seconds, just like any light staring down a Dire Wolf is also likely to die in seconds.

The mech simply has superior firepower. It also has 2 more hardpoints than an Atlas. It lacks height, and really is just as wide as an Atlas. It has significantly more speed potential than the Annihilator.

I could go on, but I don't feel the need to.

View PostRawnblaed, on 11 November 2017 - 06:57 PM, said:

Did PGI remove the lower arm actuators on the Annihilator 1P? It used to have awesome arm swing but doesn't anymore. All the others still have them. Or am I not remembering after not playing it for a month?

All "P" models are made up PGI variants. They simply retconned the lower arm actuators so that they had a variant that could pack UAC/20s or AC/20s in the arms.

That's assuming it was changed and not like that the whole time. I don't own the variant so I can't comment as to whether they did or not.

#8236 DavidStarr

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Posted 12 November 2017 - 01:03 PM

View PostKoniving, on 12 November 2017 - 12:36 PM, said:

I could go on, but I don't feel the need to.

Thank you, great reply (just as I came to always expect from you). That answers my question (and slightly improves my understanding of how things work in MWO).

P. S. I meant that KGC is better than about half the 100 ton mechs. It's in the upper tier, if there were only two.

Edited by DavidStarr, 12 November 2017 - 01:31 PM.


#8237 Koniving

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Posted 12 November 2017 - 02:06 PM

Far as the hundred tonners, I seem to do well with all of them. Of them, my preferred ones are the Annihilator and the Dire Wolf. King Crab is effectively the IS Dire Wolf with more emphasis on ballistics than the Dire Wolf's emphasis on energy. Kodiak does pretty good but it is hotter than sin and feels like a fancy Atlas. The Atlas is still very high on my personal list, though the reason largely has to do with the arms. The ability to control where the arms aim is very important to me, and an advantage in combat against multiple targets that the King Crab will never have in MWO.

King Crab can't really defend itself against lights when engaging a larger enemy. The same is true of the Dire Wolf. An Atlas can take both on at the same time, as can a Kodiak. Annihilator, too, can counter lights while engaging bigger targets though it isn't as effective (ballistic weapons are NOT as effective against lights when you are juggling two targets at once. SRMs, Streaks, and pulse lasers are the weapons of choice.)

#8238 DavidStarr

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Posted 13 November 2017 - 12:52 AM

I have not played Atlas or Annihilator (except for trial Atlas - didn't like it much). I have played DWF, Kodiak and Basnhee (almost 100 tons). 6x UAC/2 or 6x LB-X 2 DWF is awesome and crazy powerful, but what emphasis on energy were you speaking of?
KDK-3 is also super powerful, and not hot at all. I tried quad UAC/10 and quad LB-X 10, both shred. The other Kodiaks didn't seem half as good to me, they lack firepower. LRM Spirit Bear can be fun, though Posted Image

Edited by DavidStarr, 13 November 2017 - 12:52 AM.


#8239 Son of the Flood

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Posted 13 November 2017 - 02:29 PM

Hi All

Question - is there a way to "mute all" chat, other than clicking the volume icon beside everyone's name on the pre-match screen?

Thanks in advance!

#8240 Tesunie

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Posted 13 November 2017 - 02:36 PM

View PostSon of the Flood, on 13 November 2017 - 02:29 PM, said:

Hi All

Question - is there a way to "mute all" chat, other than clicking the volume icon beside everyone's name on the pre-match screen?

Thanks in advance!


Last I knew, there should be a setting to disable the in game Voip from within the game settings itself. I don't have the game up to double check and give more precise instructions, but last I knew it's there.





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