Short Question, Short Answer
#8661
Posted 21 April 2018 - 08:56 PM
#8662
Posted 21 April 2018 - 10:52 PM
Spare Parts Bin, on 21 April 2018 - 02:27 PM, said:
Baron Georg SCA, on 21 April 2018 - 08:56 PM, said:
Edited by Horseman, 21 April 2018 - 10:53 PM.
#8663
Posted 22 April 2018 - 05:01 AM
While I can't say exactly how much points you get or what they are based on, the rate you get new caches seems pretty consistent.
With my amount of played matches per day it takes me 2 days to grind a new cache. So I know that as long as I play for a normal amount for me, I will get 1 supply cache every other day.
Now I can't say if someone plays more or less than me but I don't doubt that players will start to notice that they will be rewarded caches at regular intervals based on their standard amount of playing time.
#8664
Posted 22 April 2018 - 10:30 AM
Edited by TheCaptainJZ, 22 April 2018 - 10:30 AM.
#8665
Posted 24 April 2018 - 05:21 AM
With this build I am getting a warning message: "WARNING: You have not enough heatsinks. you need at least 10. You need to add 1 more." despite cooling efficiency is way up there beyond any danger. I'm not asking if this is a sane build, just wondering why it wants me to add a heatsink that is obviously not needed? Thanks.
#8666
Posted 24 April 2018 - 05:43 AM
minimum of 10 per mech... even the all MG piranha has to follow this rule
Edited by Ithilid, 24 April 2018 - 05:45 AM.
#8667
Posted 24 April 2018 - 06:17 AM
Therewolf, on 24 April 2018 - 05:21 AM, said:
With this build I am getting a warning message: "WARNING: You have not enough heatsinks. you need at least 10. You need to add 1 more." despite cooling efficiency is way up there beyond any danger. I'm not asking if this is a sane build, just wondering why it wants me to add a heatsink that is obviously not needed? Thanks.
You have a 235 rated engine. A 235 rated engine contains 9 internal heatsinks. All valid mechs must have 10 heatsinks which means you have to add one somewhere for it to be valid.
Engine heatsinks are based on the rating number and every increment of 25 adds one heatsink. A 250 rated engine has 10, 225-245 has 9, 200-220 has 8, etc. One the other side, A 275-295 contains 10 with an optional slot to add one more (weighing 1 ton but using no additional critical slots), 300-320 contains 2 optional slots, and so on.
#8668
Posted 24 April 2018 - 06:50 AM
Enemy - 2 ECMs close to each other. Me - TAG + Artemis.
Can TAG breach through 2 ECMs?
Weird - I was pumping tons of LRMs on KitFox 400 m direct sight with TAG.
Only scratched his paint, he was just standing and looking at me...
#8669
Posted 24 April 2018 - 06:58 AM
ExoForce, on 24 April 2018 - 06:50 AM, said:
Enemy - 2 ECMs close to each other. Me - TAG + Artemis.
Can TAG breach through 2 ECMs?
Weird - I was pumping tons of LRMs on KitFox 400 m direct sight with TAG.
Only scratched his paint, he was just standing and looking at me...
As long as you are not within their sensor disrupting effects (ECM shuts down your targeting abilities when it gets close, I believe it's around 90m that it does this?), then yes.
Remember, TAG punches through ECM effects without canceling them. This means the enemy still is being effected by ECM. If you are worried about them shutting down your locking abilities, take an AP, which shuts down a single nearby ECM unit preventing them from shutting your sensors down. Two ECM affecting you by being close would still shut down your sensors.
That Kit Fox may have had triple AMS. If he did, his AMS may have been shooting down your missiles before they hit them. Or some kind of wonky hit registration may have even been in effect on that server (it can happen). Maybe he/you where having ping that changed drastically, which the game can't compensate for, producing the bad hit reg/visuals.
#8670
Posted 24 April 2018 - 09:25 AM
Therewolf, on 24 April 2018 - 05:21 AM, said:
The mech design rules from the tabletop game mandate 10 heat sinks minimum, counting together internal engine heat sinks (1 per 25 pts of engine rating) and external heat sinks.
In tabletop they do not count to the mech's tonnage, period, while here each mech has 10 "free" tons extra and the engine heat sinks are added to the engine tonnage. Net result is identical, as far as tonnage and number of heat sinks is concerned.
Edited by Horseman, 24 April 2018 - 09:28 AM.
#8671
Posted 24 April 2018 - 10:25 AM
Tesunie, on 24 April 2018 - 06:58 AM, said:
As long as you are not within their sensor disrupting effects (ECM shuts down your targeting abilities when it gets close, I believe it's around 90m that it does this?), then yes.
...
Thank You. Min range is 90 m, but I was at 400 m. I am also suspecting weird server issue here. Standing still ECM KitFox and close to him was his ECM buddy. No AMS on them, I could see hundreds missiles hitting him with almost no effect, so my first thought was some double ECM - TAG induced cancellation bug.
#8672
Posted 24 April 2018 - 04:05 PM
ExoForce, on 24 April 2018 - 10:25 AM, said:
Thank You. Min range is 90 m, but I was at 400 m. I am also suspecting weird server issue here. Standing still ECM KitFox and close to him was his ECM buddy. No AMS on them, I could see hundreds missiles hitting him with almost no effect, so my first thought was some double ECM - TAG induced cancellation bug.
Sounds like another glitch to me.
#8673
Posted 24 April 2018 - 05:46 PM
I haven't played in a long time. A while ago I read something about removing the charge-up delay, then I thought I read something about it coming back, then I was spectating recently and it looked like someone didn't have to charge it.
Also, are there any differences between the clan, IS, light, heavy and normal Gauss rifles, as far as charging?
#8674
Posted 24 April 2018 - 09:16 PM
#8675
Posted 25 April 2018 - 03:45 AM
#8676
Posted 26 April 2018 - 09:11 AM
#8677
Posted 27 April 2018 - 01:44 AM
#8678
Posted 27 April 2018 - 02:44 AM
Chryckan, on 27 April 2018 - 01:44 AM, said:
1. Make sure you're actually in optimal range for your weapons.
2. Your MGs are still best employed against weak or open sections of the enemy mech, not vs full armor (unless it's to chew at someone's thin rear plating)
3. The only nodes that affect MGs are range (which increases their optimal range) and ammo.
#8679
Posted 27 April 2018 - 08:21 PM
Items & engines too...
Edited by HimseIf, 27 April 2018 - 08:22 PM.
#8680
Posted 27 April 2018 - 08:22 PM
HimseIf, on 27 April 2018 - 08:21 PM, said:
Are you sure you have the sorting tabs correct? make sure it is on "owned" and for faction it says "all". Otherwise, you'll only see the trial mechs, instead of your own.
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