Jump to content

- - - - -

Short Question, Short Answer


10382 replies to this topic

#9621 Aaron MacLannom

    Member

  • Pip
  • 12 posts
  • LocationNorman, OK

Posted 24 May 2021 - 04:44 PM

Question: What are the requirements for being allowed to post in sections besides the 'Training Grounds'? I've been looking all around with no luck. Took me an hour to find something that told me you had to have played at least one match to be able to post at all. :/

#9622 Tarl Cabot

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Tai-sho
  • Tai-sho
  • 7,828 posts
  • LocationImperial City, Luthien - Draconis Combine

Posted 24 May 2021 - 05:31 PM

https://mwomercs.com...t-requirements/

You have to drop into combat for 24 games.

Quote

To account for the single match required to progress from Fresh Recruit to Recruit, the number of matches required as a standard Recruit before unlocking full forum privileges has been reduced from 25 matches to 24 matches.

Edited by Tarl Cabot, 24 May 2021 - 05:32 PM.


#9623 NiceDad

    Member

  • PipPipPipPipPip
  • Bridesmaid
  • 114 posts

Posted 24 May 2021 - 06:38 PM

View PostUetur, on 24 May 2021 - 02:15 PM, said:

Just starting out and I have been searching but I can't figure out what affects view range where you can detect an enemy Mech. Like in general I know you need to be looking the right direction but sometimes I see enemy Mechs on a hill, I can shoot them but I don't get any sort of radar activity from them.

Also when watching other players play I see them using Heat Vision or Night vision a fair amount. For instance on play looked to the sky and saw a UAV and shot it, no radar just a blur he could see in the distance. How did he get that blur to show up?


When you can see the enemy mechs but they don't appear in the radar or there's no red rectangle on them, most likely they are either ECM mech or Stealth mech.

For ECM mech there are few ways to "disable" them. If they are shot by PPC, their ECM will not function for a short period of time (maybe 6 sec). Another way is the ECM mech is been "tagged" and the ECM will be disable while been tagged. The 3rd way to disable an ECM mech is using sensor "Probe". The "Probe" can only disable 1 ECM mech when it is within the Probe's range.

For Stealth mech, the above mentioned 3 ways won't disable it. The only way the stealth mech can appear in radar is the meachwarrior disable it himself. When in stealth mode, its heat disappiation is greatly reduced thus after firing some of its weapons and build up heat, they will disengage and go into hiding to disable the stealth mode so that the mech can cooldown.

#9624 Gagis

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 1,731 posts

Posted 24 May 2021 - 08:50 PM

You also can't target beyond your sensor range, which happens a lot on maps with lots of open ground.

#9625 Aidan Crenshaw

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,650 posts

Posted 24 May 2021 - 10:26 PM

View PostUetur, on 24 May 2021 - 02:15 PM, said:

Just starting out and I have been searching but I can't figure out what affects view range where you can detect an enemy Mech. Like in general I know you need to be looking the right direction but sometimes I see enemy Mechs on a hill, I can shoot them but I don't get any sort of radar activity from them.

Basic or direct targeting happens within your sensor range which is 800m. So any enemy that is up to 800m away and in your field of view appears on your radar. The sensor range can be modified by several factors:
  • Equipment like Active Probes, Targeting Computers, Command Console (IS only)
  • Quirks. Some Mechs have an improved Sensor Range (BL-6/6B-KNT) or even improve the Sensor Range of nearby Mechs (Cyclops)
  • ECM. An enemy that is shielded by ECM (his own or one nearby) reduces your sensor range towards him by 30-75% The exact number depends on the skill nodes that the ECM carrier has active.
  • Game Mode effects. The Incursion game mode has Radar and Jamming effects when the appropriate towers in your base are active.
  • Skill nodes. In the Sensors tree, there are five Sensor Range nodes that boost your detection range by 7% each (max 35% combined)
(edit: added skill nodes, thanks to Horseman)

There is also indirect targeting, as in you can see and lock on to any mech one of your allies has a direct target lock on. NARCed targets are also visible on your hud/map, even if no one has a direct line of sight.

UAVs also provide indirect line of sight on targets within their AoE.

View PostUetur, on 24 May 2021 - 02:15 PM, said:

Also when watching other players play I see them using Heat Vision or Night vision a fair amount. For instance on play looked to the sky and saw a UAV and shot it, no radar just a blur he could see in the distance. How did he get that blur to show up?

Heatvision and Nightvision are Visionmodes you can switch into by using the defalut keys H and N. They have a range of about 500m. Heatvision allows you to spot UAVs with relative ease, because they have a heat signature.

View PostNiceDad, on 24 May 2021 - 06:38 PM, said:

For Stealth mech, the above mentioned 3 ways won't disable it. The only way the stealth mech can appear in radar is the meachwarrior disable it himself. When in stealth mode, its heat disappiation is greatly reduced thus after firing some of its weapons and build up heat, they will disengage and go into hiding to disable the stealth mode so that the mech can cooldown.

Not quite correct. A PPC hit will deactivate the ECM and Stealth Armour with it.

Edited by Aidan Crenshaw, 25 May 2021 - 12:45 AM.


#9626 Horseman

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 4,749 posts
  • LocationPoland

Posted 24 May 2021 - 11:34 PM

View PostAidan Crenshaw, on 24 May 2021 - 10:26 PM, said:

Basic or direct targeting happens within your sensor range which is 800m. So any enemy that is up to 800m away and in your field of view appears on your radar. The sensor range can be modified by several factors:
  • Equipment like Active Probes, Targeting Computers, Command Console (IS only)
  • Quirks. Some Mechs have an improved Sensor Range (BL-6/6B-KNT) or even improve the Sensor Range of nearby Mechs (Cyclops)
  • ECM. An enemy that is shielded by ECM (his own or one nearby) reduces your sensor range towards him by 30-75% The exact number depends on the skill nodes that the ECM carrier has active.
  • Game Mode effects. The Incursion game mode has Radar and Jamming effects when the appropriate towers in your base are active.

5. Skill nodes. In the Sensors tree, there are five Sensor Range nodes that boost your detection range by 7% each (max 35% combined)

#9627 Aidan Crenshaw

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,650 posts

Posted 25 May 2021 - 12:44 AM

View PostHorseman, on 24 May 2021 - 11:34 PM, said:

5. Skill nodes. In the Sensors tree, there are five Sensor Range nodes that boost your detection range by 7% each (max 35% combined)


gawdammit! Posted Image I knew there was something missing! Posted Image Thanks Horseman!

#9628 TheCaptainJZ

    Member

  • PipPipPipPipPipPipPipPipPip
  • The CyberKnight
  • The CyberKnight
  • 3,694 posts
  • LocationUnited States

Posted 25 May 2021 - 02:43 PM

PPCs disable ECM for 4 seconds as I recall. I don't think that is a value that has changed since introduced, or maybe once.

#9629 ScrapIron Prime

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,880 posts
  • LocationSmack dab in the middle of Ohio

Posted 25 May 2021 - 07:36 PM

View PostTheCaptainJZ, on 25 May 2021 - 02:43 PM, said:

PPCs disable ECM for 4 seconds as I recall. I don't think that is a value that has changed since introduced, or maybe once.

Yup. Any kind of PPC hit, even one under minimum range. So if you’re under-run, you can still chain fire and light the little bugger up!

#9630 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,679 posts
  • LocationSeraphim HQ: Asuncion

Posted 26 May 2021 - 06:30 AM

View PostScrapIron Prime, on 25 May 2021 - 07:36 PM, said:

Yup. Any kind of PPC hit, even one under minimum range. So if you’re under-run, you can still chain fire and light the little bugger up!


I thought they changed that aspect to only if you deal damage...

#9631 ScrapIron Prime

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,880 posts
  • LocationSmack dab in the middle of Ohio

Posted 26 May 2021 - 05:11 PM

View PostTesunie, on 26 May 2021 - 06:30 AM, said:

I thought they changed that aspect to only if you deal damage...


If that's an update then I've missed it. i suppose I should find a volunteer to test it. Here, friendly stealth mech, come here boy! Posted Image

#9632 ScrapIron Prime

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,880 posts
  • LocationSmack dab in the middle of Ohio

Posted 26 May 2021 - 05:30 PM

View PostScrapIron Prime, on 26 May 2021 - 05:11 PM, said:

If that's an update then I've missed it. i suppose I should find a volunteer to test it. Here, friendly stealth mech, come here boy! Posted Image


A random volunteer helped me out tonight, PPC's at 31m did not in fact cancel out his ECM. So I can't find the patch note that does it, but this one's off the table now. Belay that advice!

PS - CyberWolf, if you're reading this, apologies for the unannounced weapons test. You took zero damage and furthered the cause of SCIENCE!

#9633 Aidan Crenshaw

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,650 posts

Posted 26 May 2021 - 09:13 PM

Progressive Science! Love it! Posted Image

#9634 Speedy Plysitkos

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,460 posts
  • LocationMech Junkyard

Posted 29 May 2021 - 03:21 AM

I noticed, that some of my assaults overheated even, when the heat is around 70-80% of the bar........
Its hard to orient on it when you are under heavy fire, and you quickly check the bar - 80%, its ok, I can fire more, then mech insta shutdown for overheating.

Why is that ? is there a higher heat consumption when the bar hits 80+% ?

#9635 Gagis

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 1,731 posts

Posted 29 May 2021 - 03:37 AM

Can you try recording when this happens? Sounds weird.

#9636 Tarl Cabot

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Tai-sho
  • Tai-sho
  • 7,828 posts
  • LocationImperial City, Luthien - Draconis Combine

Posted 29 May 2021 - 08:05 AM

View PostSpeedy Plysitkos, on 29 May 2021 - 03:21 AM, said:

I noticed, that some of my assaults overheated even, when the heat is around 70-80% of the bar........
Its hard to orient on it when you are under heavy fire, and you quickly check the bar - 80%, its ok, I can fire more, then mech insta shutdown for overheating.

Why is that ? is there a higher heat consumption when the bar hits 80+% ?


You said under fire.. Where you running a LFE engine and lose a side torso?

#9637 Speedy Plysitkos

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,460 posts
  • LocationMech Junkyard

Posted 29 May 2021 - 09:37 AM

View PostTarl Cabot, on 29 May 2021 - 08:05 AM, said:


You said under fire.. Where you running a LFE engine and lose a side torso?


not exactly.

Fafnir, light engine, 2x rac2 + 2x LBX10 + 3ERML (medium lasers are chain fire).
Its definetly not on first overheating warning, mostly (IF) on 2nd or 3rd.
Its not on every situation. Sometimes i can fire next 10 seconds, even Im overheating at 100%. But sometimes my bar is around 80-85%, not firing at that moment (but overheating warning is present). I wanna start fire even the risk, but once i hit my fire buttons, mech shutdown.
Its not very often, but lets say I expirience this every 4th/5th game.

#9638 Gagis

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 1,731 posts

Posted 29 May 2021 - 09:49 AM

Uh, how much heat does your mech make on firing? going from 80% to way above 100% is pretty typical. High alpha builds can do well over 50% of their capacity in one shot.

#9639 Speedy Plysitkos

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,460 posts
  • LocationMech Junkyard

Posted 29 May 2021 - 09:52 AM

View PostGagis, on 29 May 2021 - 09:49 AM, said:

Uh, how much heat does your mech make on firing? going from 80% to way above 100% is pretty typical. High alpha builds can do well over 50% of their capacity in one shot.


Thats not this mech, Its goes up very slowly. The medium lasers in chain generate 5%, and then its back to 0%, when the chain started again. Im firing the 2xRAC2 + 2x LBX10 all together.

Build

Posted Image

91 skill P maxed, 30 are cooldown + heat decr.

Edited by Speedy Plysitkos, 29 May 2021 - 09:59 AM.


#9640 ScrapIron Prime

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,880 posts
  • LocationSmack dab in the middle of Ohio

Posted 29 May 2021 - 04:44 PM

Just take it into testing ground, and practice with it until you know exactly what the heat spikes will do. You’ll learn when you can fire and when you can’t. Practice practice!





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users