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#9141 Robaxacet

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Posted 12 November 2018 - 04:26 PM

When in spectator mode if you use Lance chat, does it still go to your lance or the lance of the person you are watching?

#9142 Tesunie

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Posted 12 November 2018 - 05:38 PM

View PostRobaxacet, on 12 November 2018 - 04:26 PM, said:

When in spectator mode if you use Lance chat, does it still go to your lance or the lance of the person you are watching?


I would imagine the original lance you dropped with. I so rarely use that chat, but I've yet to see the lance of the person I'm spectating comment on what I've typed (when I have used lance chat).

So... maybe? Posted Image

I'll leave a more informed person to give a more definitive answer, but my response at this moment is "no", with a dash of "I could be wrong".

#9143 Cyrilis

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Posted 13 November 2018 - 01:19 AM

View PostTesunie, on 12 November 2018 - 11:21 AM, said:


What's the contradiction?

the point that Teer name a used hardpoint as 'trigger' for the damage reduction and you named 'status of weapon doors'.
I was aware that the weapon doors might have something to do with it (as this is also indicated in smurfy's) but the point that the damage reduction is triggered by an occupied hardpoint was new to me. I just wanted to check if that was a recent change and if somebody has testing rounded that already.

#9144 Tesunie

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Posted 13 November 2018 - 08:28 AM

View PostCyrilis, on 13 November 2018 - 01:19 AM, said:

the point that Teer name a used hardpoint as 'trigger' for the damage reduction and you named 'status of weapon doors'.
I was aware that the weapon doors might have something to do with it (as this is also indicated in smurfy's) but the point that the damage reduction is triggered by an occupied hardpoint was new to me. I just wanted to check if that was a recent change and if somebody has testing rounded that already.


Last I knew, if it has missile doors it has the protection. There are enough mechs out there that only gain missile doors if they take a (any amount) of missile weapons. I know the Kintaro (when I last checked) gains or loses it's CT missile doors depending upon if a missile is equipped there or not.

Other mechs like the Catapult (last I knew) always has it's arm missile doors, rather there are missiles there or not. Rather it grants protection bonuses I'm not certain, but if you can toggle them open and closed without missiles there, it should be providing it's bonus.


Just did some testing on the testing grounds. Tourmaline, Catapult 1A arms with missile doors. I shot two MLs into it, which are 5 damage each. According to the mech shop, it's stock build has 40 armor. It took me 6 volleys of 2 MLs (10 damage), to punch through 40 points of armor. That means it acted like there was just under 20 extra points of armor. I then redid on the other arm with individual shots of 5 damage, and came up to 11 shots (rather than the predicted 8 if it had no armor reduction), for a total of 55 damage to punch through the armor.

Having the missile bay doors prevented enough damage to force me to deal 11-15 points of extra damage to that location (with the doors closed).


I must take back my previous statement and confirm that missile doors don't block 10% of incoming damage. However, it also doesn't block 20% of damage. It actually blocked 25% of incoming damage! (10% less damage would have been 9 shots [4.5 damage per 5), 20% would have been 10 shots [4 damage per 5], 25% reduction leads to 11 shots [3.75 damage per 5])


I can not prove if it takes effect with missile weapons equipped only on my own, and would require a private lobby with a willing participant to finished that testing. (Part of the reason it hasn't been tested too thoroughly.)

#9145 Cyrilis

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Posted 16 November 2018 - 05:00 AM

View PostTesunie, on 13 November 2018 - 08:28 AM, said:

I can not prove if it takes effect with missile weapons equipped only on my own, and would require a private lobby with a willing participant to finished that testing. (Part of the reason it hasn't been tested too thoroughly.)


I could make time fo a few tests Monday evening 19:00 UTC...

#9146 Tier5 Kerensky

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Posted 26 November 2018 - 06:52 PM

View PostCyrilis, on 13 November 2018 - 01:19 AM, said:

the point that Teer name a used hardpoint as 'trigger' for the damage reduction and you named 'status of weapon doors'.
I was aware that the weapon doors might have something to do with it (as this is also indicated in smurfy's) but the point that the damage reduction is triggered by an occupied hardpoint was new to me. I just wanted to check if that was a recent change and if somebody has testing rounded that already.


I've heard the weapon doors and the damage reduction when they are closed, become active when the hardpoint is populated.

Before that I've personally believed that whatever mech has those weapon doors, will have the effect. Becase thinking about the techncal side, that way is a lot easier to implement. That way the model of mech is all the same on both cases, except that the one without those hardpoints populated, they can't open the doors, which is trivial to implement.


I don't really know how it exactly is, it's just what I've heard. But considering this applies to IS mechs only, equiping one rocket launcher there should not be a problem.

#9147 ShooterMcGavin80

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Posted 28 November 2018 - 02:18 PM

Anybody ever have mouse tracking issues?

I usually have silky smooth mouse control, but lately I've been having semi-frequent issues with mouse tracking. Basically it is like only 50% of the info I am sending to the mouse actually happens. So there is super sluggish torso movement, and even clicking the fire buttons doesn't work sometimes. Charge up or hold down weapons like the Gauss rifle or RAC will stutter.

I bought a new mouse, mousepad, replaced batteries, but the issue persists.

Has anybody had a similar issue and have any idea what might be up? It is very frustrating and makes the game unplayable. Sometimes restarting seems to clear the problem, but it happened to me yesterday and restarting didn't fix it.

#9148 Koniving

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Posted 28 November 2018 - 04:30 PM

View PostCyrilis, on 13 November 2018 - 01:19 AM, said:

the point that Teer name a used hardpoint as 'trigger' for the damage reduction and you named 'status of weapon doors'.
I was aware that the weapon doors might have something to do with it (as this is also indicated in smurfy's) but the point that the damage reduction is triggered by an occupied hardpoint was new to me. I just wanted to check if that was a recent change and if somebody has testing rounded that already.


You can easily test this for yourself.

Do you have a catapult or archer? Occupy one side's doors with missiles. Leave the other without.
Now look in the cockpit for the door lights. They are only active when the lights are red. This is when the doors are closed.

No red light no protection.

If there is no equipment there, the light does not function.

Also if there is no equipment the door will not open even with the command to open doors. This is because the game considers the area to have no door. Use 3rd person or your shadow to confirm.

No door...no protection. To allow this without equipment would be rather exploitative. You can also test this with a friend. A catapult C1's arm without a launcher will lose armor much faster than one with a launcher and at the same rate as one with a launcher and the door open, even with the unequalled arm's door never opening.

Edited by Koniving, 28 November 2018 - 04:33 PM.


#9149 Tesunie

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Posted 28 November 2018 - 08:42 PM

View PostShooterMcGavin80, on 28 November 2018 - 02:18 PM, said:

Anybody ever have mouse tracking issues?

I usually have silky smooth mouse control, but lately I've been having semi-frequent issues with mouse tracking. Basically it is like only 50% of the info I am sending to the mouse actually happens. So there is super sluggish torso movement, and even clicking the fire buttons doesn't work sometimes. Charge up or hold down weapons like the Gauss rifle or RAC will stutter.

I bought a new mouse, mousepad, replaced batteries, but the issue persists.

Has anybody had a similar issue and have any idea what might be up? It is very frustrating and makes the game unplayable. Sometimes restarting seems to clear the problem, but it happened to me yesterday and restarting didn't fix it.


Wireless mouse? That could actually be your problem. Possibly lag happening between your mouse and the receiver. Wired devices always has more reliable connection (provided, of course, that the cord is in good condition).

Otherwise, it could possible be packet loss in your internet connection itself, which would lead to that studdering "continuous" button press. I know if I'm having a bad internet connection that if I have throttle decay turned off, I have literally came to sudden stops for no apparent reason. The actual reason was packet loss which dropped my command to "move forwards" because, by the servers perspective, I wasn't pressing and holding W to continue to move forwards.

#9150 TheCaptainJZ

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Posted 29 November 2018 - 07:44 AM

Yes, either a problem with your mouse or a problem with the network traffic. If your mech jerks around in movement, especially teleporting, usually this means the client and server aren't fully getting info from each other. When it comes to movement, it is server authoritative, but your client will move first without confirming with the server and then the two just talk back in forth to ensure the move was valid and it will teleport you if something didn't get confirmed on the server side. Since this is very fast, it's normally very seamless unless there's a communication issue.

#9151 ShooterMcGavin80

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Posted 29 November 2018 - 02:27 PM

Thanks for the responses guys. Yes, wireless mouse. But since it is intermittent I am leaning towards it being an ISP/server issue.

Ugh, frustrating. Thanks though-

#9152 Tesunie

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Posted 29 November 2018 - 05:33 PM

View PostShooterMcGavin80, on 29 November 2018 - 02:27 PM, said:

Thanks for the responses guys. Yes, wireless mouse. But since it is intermittent I am leaning towards it being an ISP/server issue.

Ugh, frustrating. Thanks though-


Does any other problems crop up at those times? Such as general keyboard responses being delayed, mechs (yourself, teammates and even opponents) shuddering or teleporting, etc? If it's only mouse commands, then it very well likely is the wireless mouse having a delay at that time. Just because it isn't constant doesn't mean it might not be the mouse.

Do you happen to have a wired mouse around somewhere? If so, give that a try and see if the problem persists. If it does, then it's likely your connection to the server. (Which then also falls into, do you notice these problems on specific regional servers?)

#9153 Mechwarrior 37

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Posted 30 November 2018 - 05:02 AM

Has Heavy Gauss always made your mech shake when shooting it?

I put it on a Cyclops and after I shoot, my reticle shakes. I do not remember this with my Fafnir.

#9154 Tesunie

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Posted 30 November 2018 - 08:34 AM

View PostMechwarrior 37, on 30 November 2018 - 05:02 AM, said:

Has Heavy Gauss always made your mech shake when shooting it?

I put it on a Cyclops and after I shoot, my reticle shakes. I do not remember this with my Fafnir.


Yes. The heavy Gauss, but no other Gauss, came with the reticle shake. It's been there since the weapon was added into the game.

#9155 ShooterMcGavin80

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Posted 01 December 2018 - 12:55 PM

View PostTesunie, on 29 November 2018 - 05:33 PM, said:


Does any other problems crop up at those times? Such as general keyboard responses being delayed, mechs (yourself, teammates and even opponents) shuddering or teleporting, etc? If it's only mouse commands, then it very well likely is the wireless mouse having a delay at that time. Just because it isn't constant doesn't mean it might not be the mouse.

Do you happen to have a wired mouse around somewhere? If so, give that a try and see if the problem persists. If it does, then it's likely your connection to the server. (Which then also falls into, do you notice these problems on specific regional servers?)


I restarted my internet router and that seems to have cleared it up, I played for about two hours today with no issues. I'll see if it recurs though.

#9156 Mechwarrior 37

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Posted 02 December 2018 - 06:53 AM

When in doubt, Turn off and reboot. This works for a lot of things now.

A question about screen shake. Does it matter if you are being hit in or near the head? Does it matter if you are facing the fire or if you are turned away from it?

I'm also looking to force more of unto to my opponent.

ALSO! I finally found most of the tiny lights in the cockpits of I.S. Mechs that show when your doors are open or closed. It is not on the HUD, it is a tiny light somewhere on your console.

Edited by Mechwarrior 37, 02 December 2018 - 06:54 AM.


#9157 TheCaptainJZ

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Posted 02 December 2018 - 02:20 PM

View PostMechwarrior 37, on 02 December 2018 - 06:53 AM, said:

When in doubt, Turn off and reboot. This works for a lot of things now.

A question about screen shake. Does it matter if you are being hit in or near the head? Does it matter if you are facing the fire or if you are turned away from it?

I'm also looking to force more of unto to my opponent.

No I don't think so. Screen shake happens regardless of facing or location, but weapon explosions are a larger factor here for obscuring vision and that would be based on direction and proximity to the cockpit. It doesn't have to be a hit on the head. Note: Screen shake from enemy fire never shakes the targeting reticle (UI). So an experienced player who can keep his cool can fire blind with the aid of the target lock box.

View PostMechwarrior 37, on 02 December 2018 - 06:53 AM, said:

ALSO! I finally found most of the tiny lights in the cockpits of I.S. Mechs that show when your doors are open or closed. It is not on the HUD, it is a tiny light somewhere on your console.

Yep, not exactly intuitive. Not to mention the coloring doesn't always stand out.

Edited by TheCaptainJZ, 02 December 2018 - 02:21 PM.


#9158 Sandarbian

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Posted 06 December 2018 - 08:07 AM

where can I find a glossary of terms for what is listed under "Match Performance" under the end of game results?

Such as "Protected Medium" or "Savior Kill"? Would be nice to know what these terms actually mean. I can find NOTHING on the forum. OR anywhere else.

Edited by Sandarbian, 06 December 2018 - 08:21 AM.


#9159 TheCaptainJZ

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Posted 06 December 2018 - 08:54 AM

View PostSandarbian, on 06 December 2018 - 08:07 AM, said:

where can I find a glossary of terms for what is listed under "Match Performance" under the end of game results?

Such as "Protected Medium" or "Savior Kill"? Would be nice to know what these terms actually mean. I can find NOTHING on the forum. OR anywhere else.

https://mwomercs.com...-get-xp-and-cb/

T
he term you are looking for is "Rewards 2.0"

Edited by TheCaptainJZ, 06 December 2018 - 08:54 AM.


#9160 TheCaptainJZ

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Posted 06 December 2018 - 08:59 AM

I also want to push the wiki that no one knows about. I haven't read through it yet, but there should be some good info in there to refer to:
https://wiki.mwomerc...title=Main_Page





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