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Short Question, Short Answer


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#8681 HimseIf

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Posted 27 April 2018 - 10:35 PM

View PostTesunie, on 27 April 2018 - 08:22 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.

Yes, my owned 'mechs. Lots of empty 'mech bays too...

#8682 Therewolf

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Posted 27 April 2018 - 10:51 PM

View PostKoniving, on 15 April 2018 - 12:23 PM, said:


This is less a tactic to "get through" an AMS, and more of a tactic to drain AMS.  Most AMS users tend to only have a ton of ammo.  4 to 6 LRM-5s chain fired can get through that ton of enemy AMS ammo, usually within 1 and a quarter tons of missiles or less, depending on how they are chain fired.

...
For the other side, is there any good reason for preferring ammo-using AMS over Laser AMS, except maybe running a build that's already too hot or where you just don't have a double slot for it?

#8683 Horseman

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Posted 27 April 2018 - 10:58 PM

View PostTherewolf, on 27 April 2018 - 10:51 PM, said:

For the other side, is there any good reason for preferring ammo-using AMS over Laser AMS, except maybe running a build that's already too hot or where you just don't have a double slot for it?
LAMs doesn't turn off no matter your heat level - it can conceivably overheat many builds.

#8684 Koniving

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Posted 28 April 2018 - 04:47 AM

View PostTherewolf, on 27 April 2018 - 10:51 PM, said:

For the other side, is there any good reason for preferring ammo-using AMS over Laser AMS, except maybe running a build that's already too hot or where you just don't have a double slot for it?

If your build is cold, there's no reason not to use Laser AMS unless you don't want to dedicate the full 1.5 tons. If you only got 1 ton to spare you can get away with regular AMS + half a ton of ammo will work. Best be ready to hit the ~ key to swap it on and off, and only have it on when you need it though.

Oh...
Four laser AMS... is similar to shooting yourself in the foot. But it was so much fun.

(Two Laser AMS + two standard on a fish, though, works pretty well. Shame that ammo runs out at some point though.)

#8685 Tesunie

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Posted 28 April 2018 - 07:31 AM

View PostHimseIf, on 27 April 2018 - 10:35 PM, said:

Yes, my owned 'mechs. Lots of empty 'mech bays too...


If you have adjusted all the tabs, and pulled open all the weight categories and still nothing... and you have more open mechbays than you last recalled... I'm gonna go with a major inventory bug. My last option would be to go to your inventory tab from the home screen of the game and look at your mechs there. Still nothing? Contact suppose via E-mail (and give it a while. It can take some time before they can get to you).

#8686 Robaxacet

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Posted 28 April 2018 - 10:47 AM

Does anyone have a list of which mechs are in which division so far? Thanks in advance and have a good weekend everyone. :)

#8687 Domenoth

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Posted 28 April 2018 - 10:54 AM

View PostRobaxacet, on 28 April 2018 - 10:47 AM, said:

Does anyone have a list of which mechs are in which division so far? Thanks in advance and have a good weekend everyone. Posted Image

https://mwomercs.com/s7-mech-divisions

#8688 Tesunie

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Posted 28 April 2018 - 01:33 PM

Strange technical question. ATMs have Artemis benefits build it. Artemis decreases missile lock on speeds. Without Artemis being taken, does this benefit add into ATMs, or would I need to take Artemis?

I ask this, because it could be a strange way to gain benefits of Artemis decreasing lock on speeds, but yet not actually take the upgrade...?

I leave this to people who may know more about ATMs than I do.

#8689 Horseman

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Posted 28 April 2018 - 10:22 PM

Artemis does not affect ATMs.

#8690 Reno Blade

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Posted 29 April 2018 - 02:50 AM

View PostTesunie, on 28 April 2018 - 01:33 PM, said:

Strange technical question. ATMs have Artemis benefits build it. Artemis decreases missile lock on speeds. Without Artemis being taken, does this benefit add into ATMs, or would I need to take Artemis?

I ask this, because it could be a strange way to gain benefits of Artemis decreasing lock on speeds, but yet not actually take the upgrade...?

I leave this to people who may know more about ATMs than I do.

Good question, but I think the "build in" Artemis is more related to the actual spread and precision rather than the lockon in MWO.
In BT it just has a better hit number (missiles per roll table), i guess (never used ATMs in BT).

#8691 Robaxacet

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Posted 29 April 2018 - 03:01 AM

Does firing on someone in the circle stop the counter in Domination? As far as I know that is not correct, only Conquest and Assault it does that but feel free to correct me if I am wrong.

#8692 Horseman

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Posted 29 April 2018 - 04:40 AM

View PostRobaxacet, on 29 April 2018 - 03:01 AM, said:

Does firing on someone in the circle stop the counter in Domination? As far as I know that is not correct, only Conquest and Assault it does that but feel free to correct me if I am wrong.

According to the patch notes, it's supposed to: https://mwomercs.com...-1459-15mar2016

Quote

To initiate the countdown of your teams timer, three conditions must be met:
  • At least one member of your team must stand uncontested within a 400m radius around the Comms Beacon.
  • This team member must not be taking fire from the enemy.
  • There must be no enemy 'Mechs present within the 400m radius around the Comms Beacon.
Once all three conditions are met the Comms Beacon will enter the tracking phase; it is this tracking phase that runs down your timer. If you lose active control of the Comms Beacon by failing to meet any of the three conditions, the tracking phase will cease and your timer will stop counting down.
To indicate whether your team satisfies the conditions necessary to initiate tracking there are 3 new HUD indicators:

Posted Image


When all 3 of these indicators are green your team's timer will begin to count down.


#8693 Leone

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Posted 29 April 2018 - 09:27 AM

View PostTherewolf, on 27 April 2018 - 10:51 PM, said:

For the other side, is there any good reason for preferring ammo-using AMS over Laser AMS, except maybe running a build that's already too hot or where you just don't have a double slot for it?

So, the thing about LAMS is, it uses your heat. And heat's the one constant everyone's fighting. By using up heat on the defense, you've less heat capacity to use for offense.

~Leone.

#8694 Chryckan

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Posted 29 April 2018 - 10:22 AM

Hypothetical question. What would happen if you in the in-game store bought a mech without having a free mechbay?

#8695 Reno Blade

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Posted 29 April 2018 - 11:22 AM

View PostChryckan, on 29 April 2018 - 10:22 AM, said:

Hypothetical question. What would happen if you in the in-game store bought a mech without having a free mechbay?

The shop will tell you that you have insufficient space (mech bays) :)

#8696 Spare Parts Bin

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Posted 29 April 2018 - 02:21 PM

View PostReno Blade, on 29 April 2018 - 11:22 AM, said:

The shop will tell you that you have insufficient space (mech bays) :)


Absolutely true, been there done that and I have the frayed neck yellow stained underarm t-shirt in the closet.

#8697 Tier5 Kerensky

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Posted 30 April 2018 - 12:54 PM

View PostRobaxacet, on 29 April 2018 - 03:01 AM, said:

Does firing on someone in the circle stop the counter in Domination? As far as I know that is not correct, only Conquest and Assault it does that but feel free to correct me if I am wrong.


Like said it stops the timer, it's very effective on some maps like Frozen river, even ER-M mechs can stop the timer for pretty long time. One shot is though like for 2 seconds so you need to keep shooting.

Same applies for all things that are "capping". Flags in escort, picking up energy in incursion, ect. Actually, I've never had a situation where I've been prevented by enemy fire from delivering the energy to our towers, but I would assume it would still prevent it as it has the same mechanic.

#8698 Tesunie

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Posted 30 April 2018 - 05:34 PM

View PostTeer Kerensky, on 30 April 2018 - 12:54 PM, said:

Same applies for all things that are "capping". Flags in escort, picking up energy in incursion, ect. Actually, I've never had a situation where I've been prevented by enemy fire from delivering the energy to our towers, but I would assume it would still prevent it as it has the same mechanic.


I do believe you can still collect energy, even if you are taking damage. I've been able to and specifically recall doing so, gaining the energy as I was fighting another mech that was attempting to get the same energy...

I could be wrong of course.

#8699 Horseman

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Posted 30 April 2018 - 09:43 PM

Collecting halts briefly while under fire.

#8700 Felio

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Posted 01 May 2018 - 07:30 PM

Uh, did something change with missile tubes?

My Dragon Slayer with two launchers, 10 and 5 tubes, is firing dual SRM6 with no delay on the final missile, and in the mech bay it is showing more tubes if I equip larger launchers.





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