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#8601 Horseman

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Posted 14 April 2018 - 03:15 AM

View PostChryckan, on 14 April 2018 - 02:51 AM, said:

Is it true they are removing supply packs? In that case what happens to left over keys and packs?

View PostSpare Parts Bin, on 14 April 2018 - 02:56 AM, said:

Hopefully they do not remove Supply Caches. I have yet to win a Mech or Omnimech from one but have won some good items. I regularly sell the items not deemed necessary this provides a C-Bill boost of 50-300K at a time.

Not "removing" but "replacing with a different approach". Latest news on this is:
https://mwomercs.com...ll-tree-respec/

View PostInnerSphereNews, on 27 February 2018 - 12:54 PM, said:

Removal of current Supply Cache system
The existing Supply Caches and Supply Cache Keys system will be undergoing a ground-up redesign with the release of the April/Solaris 7 patch, bringing in a more streamlined and player-friendly Cache system. As a result, all existing Supply Caches and Supply Cache Keys present in player inventories at the time of the April 17th patch will be removed. If you wish to unlock any Supply Caches in your inventory, be sure to do so before April 17th at 10:00 AM PST!


That said, any unopened Supply Caches or unused Supply Cache Keys in your inventory at the time of the patch will be refunded to you in the following manner:
1 Supply Cache Key = 25 MC (the existing purchase value)
1 Supply Cache = 50,000 C-Bills (the existing sellback value)

Every Cache and Key remaining in your inventory will be accounted for!
Details regarding the brand new Supply Cache system will be revealed in future posts leading up to the release of Solaris 7 in our April 17th patch!


Now, strangely enough, the patch notes say nothing about the refund...

#8602 Spare Parts Bin

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Posted 14 April 2018 - 09:06 AM

View PostHorseman, on 14 April 2018 - 03:15 AM, said:


Not "removing" but "replacing with a different approach". Latest news on this is:
https://mwomercs.com...ll-tree-respec/


Now, strangely enough, the patch notes say nothing about the refund...


Looks like I will be getting 5-7 keys at 25 MC back.

#8603 Mordenthral

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Posted 14 April 2018 - 03:04 PM

Adding up my armor = 835, but in mech stats it shows my armor value as 614/614. What's the deal? :)

#8604 DFM

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Posted 14 April 2018 - 03:23 PM

View PostMordenthral, on 14 April 2018 - 03:04 PM, said:

Adding up my armor = 835, but in mech stats it shows my armor value as 614/614. What's the deal? Posted Image


what mech? 100T, but do you have armor bonus?

My Anni-1A only has 592/614, but add in the quirks/skills and the numbers are up to 768. Look on the line for each location for a bluish number on the right of the line that says "ARMOR" it will tell you the bonus.

View PostHorseman, on 14 April 2018 - 03:15 AM, said:

Not "removing" but "replacing with a different approach". Latest news on this is:
https://mwomercs.com...ll-tree-respec/


Now, strangely enough, the patch notes say nothing about the refund...


New system is basically a XP bar that fills up and when you have enough points to open a Cache, you now get the 4 items in the cache. There are 4 different levels of Cache as well. What HASN'T been explained is if they are the same bar, and say 25 points gets you the common blue one, but 50 will let you open a purple or if they are going to be seperate bars/meters whatevers.

#8605 Mordenthral

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Posted 14 April 2018 - 04:20 PM

View PostDFM, on 14 April 2018 - 03:23 PM, said:


what mech? 100T, but do you have armor bonus?

My Anni-1A only has 592/614, but add in the quirks/skills and the numbers are up to 768. Look on the line for each location for a bluish number on the right of the line that says "ARMOR" it will tell you the bonus.

Atlas. I just want to make sure that even though the max says 614, I really have the 835? (Even though it feels like 614 sometimes.)

#8606 Koniving

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Posted 14 April 2018 - 05:11 PM

View PostLymark, on 12 April 2018 - 09:01 AM, said:


Ahhh! I've been so tempted to get one of those mech packs to sorta kick start myself. But I feel like the day I purchase it would be the day it goes on sale lol It's kinda hard to decide whether buying or not.

Thanks for answering tho!

Always on the weekend for sales.
Far as mech packs, the Solaris VII pack is a heck of a deal. Yes some gripe because many of them are similar to existing heroes that many have already bought, but considering its 7 "hero" mechs for 20 bucks, you really can't beat that. And since you don't have the similar heroes, welp there's hardly anything to be sour about. Posted Image

View PostMordenthral, on 14 April 2018 - 04:20 PM, said:

Atlas. I just want to make sure that even though the max says 614, I really have the 835? (Even though it feels like 614 sometimes.)

It will tell you when you're in the Mechlab. Click "Layout" and "Expand."
And tally up the armor. 614 is the double of the source material max of 307, of which the Atlas has 304 in that field.
Once you load up on survival skills in the skill tree, you can probably get beyond 835 armor.

Edited by Koniving, 14 April 2018 - 05:18 PM.


#8607 Mordenthral

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Posted 14 April 2018 - 06:26 PM

View PostKoniving, on 14 April 2018 - 05:11 PM, said:

It will tell you when you're in the Mechlab. Click "Layout" and "Expand."
And tally up the armor. 614 is the double of the source material max of 307, of which the Atlas has 304 in that field.
Once you load up on survival skills in the skill tree, you can probably get beyond 835 armor.

Yes, I went into a private lobby with a friend and tested out the values, so I do have 835.

I am, however, full on survivability. Would like to know how I can get more. :D

#8608 barnmaddo

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Posted 14 April 2018 - 07:43 PM

Is there a guide on AMS? I've heard it's almost never worth it, but can't find anything on it's mechanics.

The wikipage is out of date. https://mwo.gamepedi..._Missile_System
Since it doesn't account for optimal vs. max range and incorrectly lists the DPS as 3.5 while in-game lists it as 105.

It also doesn't specify how AMS overload works. Eg, if AMS does 3.5 damage per interval, 30 times a second for 105 damage a second, and it takes 7 damage to destroy a missile, then AMS overload is worthless because it still takes 2 shots to destroy a missile.

#8609 Koniving

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Posted 14 April 2018 - 08:00 PM

View PostMordenthral, on 14 April 2018 - 06:26 PM, said:

Yes, I went into a private lobby with a friend and tested out the values, so I do have 835.

I am, however, full on survivability. Would like to know how I can get more. Posted Image

Heh. I didn't go to check the amounts that might be quirked onto the Atlas, etc. Too much of a pain.

#8610 Koniving

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Posted 14 April 2018 - 08:08 PM

View Postbarnmaddo, on 14 April 2018 - 07:43 PM, said:

Is there a guide on AMS? I've heard it's almost never worth it, but can't find anything on it's mechanics.

The wikipage is out of date. https://mwo.gamepedi..._Missile_System
Since it doesn't account for optimal vs. max range and incorrectly lists the DPS as 3.5 while in-game lists it as 105.

It also doesn't specify how AMS overload works. Eg, if AMS does 3.5 damage per interval, 30 times a second for 105 damage a second, and it takes 7 damage to destroy a missile, then AMS overload is worthless because it still takes 2 shots to destroy a missile.

The quick long and short.
AMS is a damage ticker. The first missile that comes into range gets damage ticked until destroyed, then the next, then the next, then the next, etc.

AMS does X damage per second.
The exact amount has changed so much I can't even remember what was the most recent number.

Each AMS overload node just bumps that damage by the number it displays. If it says 1.5, then sure, if it says 573 then yes. (Too tired to look it up; you can see it yourself).

Anyway it becomes AMS base damage + skill nodes = how screwed the missiles are.
You would multiply this number by how many AMS you have. The current maximum is 4.
3 and 4 AMS, to my knowledge, can only be used by Clanmechs. Specifically the Kitfox and the Piranha respectively.
Laser AMS and AMS deal the same damage. You can mix and match.

Missiles have...
1 HP -- LRMs and ATMs
2 HP -- SRMs and Streaks
3 HP -- NARC

Rockets ===????

AMS targets ALL missiles in MWO.
AMS ignores all obstacles (works through walls, ceilings, etc..and will give your position away).
Note: By how it works, it targets the next closest missile. This is actually an issue. If the missile explodes before it is destroyed by AMS, the AMS will hang, taking up to a second before it tries to shoot down another missile... and if that missile slips through before it is destroyed, the issue repeats, allowing a player to "jam" or "Overwhelm" AMS.

When AMS destroys a missile it instantly jumps to the next with no hang.

Edit: AMS will attack any enemy missiles regardless of whom is targeted. However, it prioritizes missiles aimed at you, first.

Edited by Koniving, 14 April 2018 - 08:11 PM.


#8611 Horseman

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Posted 15 April 2018 - 01:26 AM

Actually, I seem to recall one of PGI's folks going on Reddit and clarifying that missile HP is different from that (but refusing to state what it actually is)

#8612 Spare Parts Bin

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Posted 15 April 2018 - 02:46 AM

It just seems like AMS chews up ATMs like rice cakes. LRMs enmasse seem to get through unless I am using my triple AMS KFX-PR( KitFox Purifier Hero Omnimech).

#8613 Rogue Jedi

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Posted 15 April 2018 - 02:48 AM

View PostMordenthral, on 14 April 2018 - 06:26 PM, said:

Yes, I went into a private lobby with a friend and tested out the values, so I do have 835.

I am, however, full on survivability. Would like to know how I can get more. Posted Image

If you are already using a -D, -K or -RS with maxed out armor then no however if you are using the -S, -D-DC or the -Boars Head switch to an AS7-D AS7-K or AS7-RS, then max out suvivability, and you will have more armor, .

the -D, -K and -RS get armor quirks, just checked and the new Kracken in the Solarus 7 Heroes pack to be released during Tuesdays patch will also have Armor bonuses
the -Boars Head, -S and D-DC get structure instead, however the -D-DC and the -S are widely considered the "best" Atlas varients for the -S having the most weapon hardpoints (1B, 4E and 4M, ideal for the big AC and SRMs/MRMs that most Atlas builds use) and the -D-DCs ECM with arguably the second best set of hardpoints (2B, 2E, 3M) .

Edited by Rogue Jedi, 15 April 2018 - 11:52 AM.


#8614 Spangle

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Posted 15 April 2018 - 04:00 AM

Random/silly question of the day but does laser duration affect Laser AMS?

Was just thinking on the above AMS posts if its so much damage a shot and the L-AMS is kinda like a small pulse laser then will it equal more damage a second?

Its probably a infinitesimal advantage if it does Posted Image

#8615 Tier5ForLife

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Posted 15 April 2018 - 05:16 AM

I believe I read that for LRMs etc to hit, you have to keep the target reticle on them until the missiles land.

Does that go for all guided missiles?

I've lost lock a few times and got it again and saw the missiles change and hit my target.

#8616 Horseman

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Posted 15 April 2018 - 05:44 AM

Yes, it's the same for ATMs and SSRMs.

#8617 Roland09

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Posted 15 April 2018 - 07:17 AM

View PostSpangle, on 15 April 2018 - 04:00 AM, said:

Random/silly question of the day but does laser duration affect Laser AMS?


No. AMS activates when missiles are within range (and, depending on type, consumes ammo or generates heat when active), but does not have a duration per se.

However, range nodes/quirks do affect AMS.

#8618 Chryckan

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Posted 15 April 2018 - 07:48 AM

View PostSpare Parts Bin, on 15 April 2018 - 02:46 AM, said:

It just seems like AMS chews up ATMs like rice cakes. LRMs enmasse seem to get through unless I am using my triple AMS KFX-PR( KitFox Purifier Hero Omnimech).


Any chain fired missiles will suffer more from AMS as the AMs gets a chance to shoot down the missiles one by one. Being able to fire all missiles at once in a huge group is one of the hidden advantages IS LRMs have above Clan and why I always wince in pain when I see players chain fire LRM5s.

Speaking of missiles does the range of LRM still count distance travelled instead of a straight line to the target?
Used to be that you had to deduct the curvature of parabolic trajectory of the LRMs when figuring out if you were in range.

#8619 Rogue Jedi

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Posted 15 April 2018 - 08:48 AM

View PostChryckan, on 15 April 2018 - 07:48 AM, said:

Being able to fire all missiles at once in a huge group is one of the hidden advantages IS LRMs have above Clan and why I always wince in pain when I see players chain fire LRM5s.

agreed, LRM5 in a chain is not very good right now but there used to be a very good reason for chain firing LRM5, the more missiles you launch in one go the wider they spread out, so chain fired LRM5 (and especialy Artemus LRM5 , and/or LRM5 with a TAG on target) would core out the Center Torso very efffectively between about 300 and 500m, however a few months ago PGI increased LRM5 spread to the same as LRM10 and reduced the spread of LRM15 and LRM20, this has massively reduced the effectiveness of the LRM5 chainsaw compaired to using larger launchers.

I used to get great effect from LRM5 chainsaw builds (4-7 LRM5 chainfired), if I encountered AMS I would switch to alpha rather than chain to blast through the AMS, but AMS is still pretty uncommon (although may become more common after LRM velocity increses again with Tuesdays patch)

#8620 Chryckan

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Posted 15 April 2018 - 11:45 AM

How do you get adv. zoom?
Bought the skill node in the sensor tree but nothing.

Edited by Chryckan, 15 April 2018 - 11:45 AM.






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