I usually don't have questions that I can't answer myself, but I can think of a few good ones that are commonly asked.
Q: "Why does it look like mechs can only be bought with real money?"
A: "When you first select Buy Mech, they list the 'premium' mechs which are regular mechs with experience bonuses or hero mechs with cbill bonuses and unique looks and hardpoints available for also known as 'Real Money'.
On the right hand are 5 mech icons. The star means premium. L is light, M is medium, H is heavy, and A is assault. The price is the in-game price.
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Q: What mech should I buy first?
A: This isn't a short answer if you know what you like to do. If you have no idea: then consider the following:
Hunchback 4SP. Cheapest jack of all trades there is. For more than 3/4ths of a year it's been the most recommended mech variant.
Shadowhawk 2D2 (Lots of missile slots) or 2H (lots of ballistic slots).
If your ping is really high, focus instead on a Kintaro where you can take advantage of the Kintaro's typically better land-based maneuverability and long range missile support.
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Q: Why do machine guns seem to suck?
A: Don't treat them like ballistics. The game mechanics use them and flamers as hit scan weapons; if your crosshair is on the target it's an instant hit. No travel time, no leading. Ignore the particle effect. Your MG performance will increase significantly. Even so, the MG is not a primary weapon. It is significantly more effective once the enemy armor is gone.
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Q: Someone just killed me. Was he hacking?
A: Given the server-controlled nature of the game, most of the common free to play game hacks do not exist in MWO. That said, while the possibility is less than 3% if you suspect someone of cheating it is recommended that you contact support@mwomercs.com to submit a ticket with any and all information you can give. Please note you need more than "Koniving hacks."
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Q: "What's this 'wall hack' I keep hearing about?"
A: See center-upper-right and far right.
"Seismic Sensor."
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Q: What's the difference between XP and GXP?
A: XP is mech variant specific. It applies to unlocks for your mech here.
GXP is general experience, and while it can be used (read: wasted) on unlocking skills for your mech faster, it is better to use them under "Pilot Trees" to unlock modules which are far more valuable.
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Q: I got the same build as my friend but his performs better than mine. (Not because he plays better.)
A: See above. The friend unlocked mech trees for his or her mech. You should do the same.
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Q: Trial mechs suck. Why do they suck so bad?
A: Normal trial mechs (non-champions) suck because their typical thermal limit to shutdown (threshold) is 40. The average mech in MWO has a threshold of 60 to 90. This is a game design flaw in the eyes of some, and "amazing" in the eyes of others. Whatever the case, as typical for a free to play game you start with something awful (when it doesn't have to be were the game designed just a little differently) and you're in for a rough ride.
I recommend going through each of your weapon groups with the left/right arrow keys and hitting backspace on all of them. This sets chain fire. You'll shutdown a lot less with that enabled. Good luck, you're gonna need it. Also, being a rear-guard isn't such a bad idea. Give it a shot.
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Q: I'm travelling with a group and the group is splitting off. Who do I follow?
A: Will try to keep this short: If you're slow, stick with the slow people even if they're bigger than you. If you're fast, stick with the fast people. It's ideal to stick with your lance (that ugly teal green color) but if you can't keep up with them or they are too slow, consider following a different group that you can keep up with.
As a new player you should never travel off on your own.
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Q: Why don't I get to play on the red team?
A: What if I told you: the red team thinks they are blue and that you are red.
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Q: Why is almost every one of Kon's posts edited?
A: Kon types fast. Sometimes important stuff is missing. In this post's case, there were too many words; unnecessary words.
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Q: When is surrender an option? I heard it was common for the last mech on a team to surrender in closed beta.
A: When / if repair and rearm makes a return. Otherwise, never.
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Q: I tried a weapon and it works great. So I put on 2 or more and suddenly I'm getting insane levels of heat.
A: "Paul" is a name you shall scorn. What you need to know about Ghost Heat (also known as "Heat Scale" can be found here. Look the chart over carefully, it's updated within 3 hours of any patch. The website itself is virtually invaluable for players new and experienced.
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Q: I just saw some whackjob named Koniving in a mech with 3 shades of orange using flamers. He obliterated me! Are flamers that powerful?
A: No. But you probably were that blinded while I picked you apart. The flamers are actually useless aside from blinding people due to the way PGI has designed them.
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Q: What's the protocol for quoting a huge post just to get the person's attention?
A: Snip anything and everything not related specifically to what you're asking or commenting on. No one likes it when a 3 page long post is quoted just to ask "What about when this happens?"
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Q: I'm trying to fire the Gauss Rifle and it isn't firing. What gives?
A: The Gauss Rifle has been given a charge-up mechanic. Hold the button for 3/4ths of a second and it will be ready to fire. You'll note when the rifle is fully charged, the lights in the cockpit will dim. At its lowest point of lighting it is safe to release and fire. If the lights turn back on, you've held it too long and must charge it again.
Q: Most Autocannons have a number associated with them. What's that mean?
A: Autocannons are rated for their damage. This means a total damage over a period of time. Since MWO only features single shot ACs, this is total damage after firing once. 2 does 2 damage. 5 does 5 damage. 10 does 10 damage. 20 does 20 damage.
Q: The UAC/5 and AC/5 do identical damage. Why is one a ton heavier and a slot larger?
A: The UAC/5 in MWO's version allows for a second shot from a smaller, secondary breach while the main chamber is still reloading. This is Lost Tech and because of this, the understanding isn't perfect for engineers. As such it comes with a nasty potential to jam due to missteps during the chamber-switching process. (Tip, let go of the trigger when it jams. There's a bug where it re-jams before it fires if held).
Q: What's the difference between an AC/(#), UAC/(#), RAC/(#) and LB-(#)X?
A: (Answers given in MWO's implementation only).
The AC is a single shot cannon and can use special ammunition (not yet enabled).
The UAC is identical to the AC but has the option to fire double tap for fire at exactly twice the rate. This is LostTech.
The RAC can fire up to 6 times the rate of an AC but with immensely more heat in the same period of time and an exponentially increasing jam rate (not yet available). This is NewTech.
The LB-(#)X series is also LostTech. It is essentially a shotgun. In MWO's implementation it fires the same number of 'cluster-shot' from a round as it does damage with each one doing 1 damage. The LB series could also fire regular rounds (not yet available, may not become available until AC gets special munitions).
The UAC, RAC, and LB series of autocannons cannot use special ammunition (aside from the LB's cluster shot).
Q: What's the difference between lasers and pulse lasers?
A: Regular lasers are longer ranged beam weapons. They require a bit of time to deal their full damage so focus in on the target as long as you can to get the most out of them. Pulse lasers are shorter ranged beam weapons, rapid fire and require significantly less time to be focused on target.
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If you have any questions, ask away. Someone, anyone, will answer your question and will try to be as concise and direct to the point as they can (yes even me). If you want someone specific to answer, a soft quote (quote the person but delete everything inside the quote) will get their attention directly on what you asked.
Added something from another thread with lots of useful information. Spoilered below.
Spoiler
Koniving, on 08 October 2013 - 08:45 AM, said:
Below is a list of a lot of stuff provided for the new players.
Basic controls
For your basic controls and some advanced ones, refer to this. The videos are dated but still effective. Note that upgrades is now in a mech+ icon within the mechlab and not a separate tab.
My first tip to everyone when it comes to controls is to change the "Mouse 1" (left click) from "fire selected group" to "fire weapon group 1" in the options. This will avoid a lot of headaches for us all.
First time playing?
If the game does not force it, run the Tutorial. It's new, it needs polish, but it helps.
Before you play a mech for the first time, select it and then choose Testing Grounds! Get used to it before you play against people. It can be found in the image below.
Third Person.
Third person can be turned off at any time with F4. It can be turned on the same way. I recommend you change that key to F3 to avoid the accidental Alt+F4 command.
Command and team play.
If you take command, ask before rearranging teams. It's polite, its courteous, it'll avoid a lot of problems.
Refer to this battlegrid tutorial I've made. The first match I explain the controls. The second match I demonstrate it in action in a full match.
If someone advises you not to go your own way (when by yourself and in a trial mech), they are doing it to be to let you know that you may not survive on your own which is generally true.
Obviously though, if you're using a sniper mech (like the champion dragon), you cannot go to the front line and have a chance. Thus you need to find a good sniping point. If possible, follow other Dragons or ask them to follow you. There's power in numbers.
Conversely if someone insists that you do not go your own way (when by yourself but not in a trial mech, or better, in a mech that is painted), then that person is simply unaware that you have some idea of what you are doing by then. (i.e. flanking the enemy or have a build that can hold its own against multiple mechs).
In other words, if you happen to see a fancy mech with a wonderful paintjob and a fair amount of speed and/or firepower, have a little faith that they know a little bit more about what they are doing than you might. You've been paired with someone that either has a fair amount of experience or perhaps a little too much money. Either way their fate is theirs to take up.
Experienced players will try to obey orders so long as they are orthodox. For example a lance of brawling Awesomes cannot charge directly at an enemy line (its suicide and thus your order cannot be obeyed immediately), and so they must travel the long way around to flank from superior positions behind enemy lines.
When giving orders, expect to need to lead by example. If you cannot follow the orders you give, can you expect anyone else to do so as well?
If you are in a trial mech, please do not take command. Please wait until after a minimum of 25 matches (the end of your cadet bonus) and you own your first mech before considering it. Preferably after you have your second mech.
Movement.
Throttle Decay allows you to stop when you release the key. Numpad 1 through 0 allows you to set cruise speeds. Tap W or S to stop.
Throttle Decay off lets you tap W and S to set cruise speeds with more control than the numpad. X to stop.
Climbing hills that are steeper than your mech can climb straight is possible. You need an understanding of the concepts of momentum and inertia, but essentially turn left at 45 degrees away along the slope, build up speed, direct the momentum toward the hill while turning right 90 degrees (45 degrees right of the starting facing) and build up speed. Using this method an Atlas can climb a 40 degree slope despite its 30-ish degree limit.
Currently the most redeeming quality of the otherwise under-performing Awesome series is that the 9M can climb 50 degree slopes using this method. The Pretty Baby can climb a 60 degree slope. This means access to otherwise inaccessible positions to provide fire support. Even mechs with jumpjets cannot reach some of these areas!
The motion described above looks like this. (|) (\) (|) (/) (|) (\) (|) (/) (|) until climbing is completed.
Despite knockdowns being turned off, colliding with another mech causes damage. The smaller you are, the more you take against a larger opponent. You can kill others and yourself by ramming!
Protecting yourself.
80% of MWO's weapons revolve around a 4 second time frame. Chain fire players can overcome this. Otherwise, take note that every 4 count you will want to turn away from the enemy so that their shots do not hit vital areas.
If the enemy is using low-end ballistic weapons, ignore the above statement and promptly try to remove those weapons immediately. Only turn away when waiting for your own weapons to recycle (reload, recharge).
With armlock off, you will have an easier time hitting enemies at odd altitudes and faster targets.
It's always better to have an armored side toward the opponent. If you have a standard engine and lost a side torso, however, the destroyed side torso toward the opponent weakens damage received by 50%. If they hit where the arm used to be, it's weakened by 50% then by 50% of that (causing 75% reduction in damage). This is why the Centurion is considered to be a "zombie mech" with a standard engine.
Heat issues
If your weapons run hot, consider using chain-fire or splitting the weapons up into groups.
If you like a weapon and then stack more of it on your mech and suddenly get more heat than you expect, refer to this and find out if your weapon is punished for boating under the "heat scale / ghost heat" system. If so, chain fire that weapon with backspace after choosing the weapon group. There isn't much choice.
It is important to note that linked and un-linked penalty weapons can be used together to compensate and/or overcome the ghost heat punishments. Sometimes for even deadlier results than what you were originally trying to use. Example, 3 LRM-20s are punished for firing at once when 2 are not, but 2 LRM-20s and 4 LRM-5s are not and can be endlessly fired without penalty.
Weapons
First and foremost: The Gauss Rifle has a charge-up mechanic. It's easy to learn. Press and hold -- you'll hear a sound when it's ready. Release to fire. It won't fire before it's ready. It won't 'stay' ready either. This takes a little bit of practice.
[UPDATED!] LRMs can fire with or without a lock. To fire without a lock follow these steps: If mounted on the arms, aim the "o" crosshair at where you want the missiles to go and watch them fly. If mounted on the torso, aim the "+" crosshair at where you want them to go and fire. This means you can, in fact, dumbfire at two targets simultaneously for missile-based suppression. They will not adjust to a new lock after doing this. If you fired with a lock but lost it, you can reacquire and LRMs will correct and pursue target. Some people do this intentionally to shoot around walls and barriers. LRMs will NOT do damage at 179 meters or less.
This is determined by actual travel distance not distance when fired. Thus if you fire at someone at 200 meters but when the missiles hit the enemy is at 179 meters the missiles will bounce off like duds. If you fire at someone 150 meters away but by the time the missiles hit the target is 180 meters away, you've done damage.
Streaks will not fire without a lock on. But on the stuck-lock glitch they will fire regardless of a 'hard-lock'. The stuck lock glitch results in a soft lock, where it's almost complete but not. Soft locks are easily broken. Unlike LRMs, Streaks do NOT require the lock to be maintained.
[updated!] Lock-ons can be achieved through EITHER -- independently -- using the + crosshair or the "o" crosshair. If you have lower arm actuators, you can get missiles to turn around corners by using the "o" to lock your missiles and aiming at your target while turned away at an angle.
AMS or anti-missile system, is a device used to shoot down 2.5 missiles per second. Two AMS can shoot down 5 missiles per second. 6 AMS can shoot down 15 missiles per second. Again there is power in numbers. A company (3 lances) of entirely Atlas K's (with their twin AMS each) can shoot down 60 missiles per second when huddled together. Since Atlas Ks favor long range weapons, this essentially means you're screwed.
An AMS will now attack all forms of missiles. (LRM, SRM, Streak). (In months past it did not.)
Lasers are beam weapons. They deal damage (depending on which) every 0.1 or 0.2 seconds, for between 3/4ths and a full second. Their heat is high but it raises over the duration of the beam.
Pulse lasers are faster beam weapons. They are ready to fire sooner and have shorter beam times, always dealing damage at 0.1 intervals in larger amounts, completing their cycle in no longer than 0.6 seconds.
MGs and flamers function like lasers; ignore their particle effects and light show. They hit instantly.
Flamers are less suited for combat and more for fun or tactics. Examples: Flame the ground to generate a small smoke screen (good enough to hide smaller mechs, but useless to hide larger ones). Flame the enemy's cockpit to blind them. If an enemy has lots of PPCs or large lasers, flamers are likely to make them unable to function.
MGs are ideal backup weapons for PPC users. They generate no heat and are devastating against unarmored targets (i.e. you destroyed the armor). MGs and LB-10s are fantastic at destroying internal components like weapon systems and heatsinks. An MG deals the exact same damage per second as a small laser.
Autocannons are rated by damage. An AC/2 deals 2 damage. AC/5 deals 5 damage. 10 does 10, 20 does 20.
LBs are shotguns. An LB is rated by both damage and number of 'cluster-shot' fired at once in MWO.
UACs or "Ultra-Autocannons" are Lost Tech weapons. In terms of firing rate they can double-tap from an emergency/secondary breach at any time while reloading. This comes with the problem of a risk to jam.
Unjamming a UAC simply involves letting go of the trigger. While it can unjam on its own while holding the trigger the time to unjam is significantly reduced if you let go.
Your jam rate for a UAC seems heavily affected by whether you 'tap' the fire button or hold it.
Why is it so hard to kill?
When fighting an enemy with a destroyed body part that visually remains (i.e. a leg or side torso), remember that any damage to that body part is transferred over to the next body part with 50% of the damage removed. Aim directly for the part you want to destroy instead. (This is why non-XL Centurions are considered zombies, their CTs are so small that they seem nearly invincible after losing their side torsos. Go for their legs instead).
Some enemies soften their legs to carry more. Test them. If they turn dark yellow or orange easily, focus on them.
For 90% of mechs, the rear armor is weaker than the front. Get behind them.
Many mechs have blind spots. If you learn these, you can do all you want and they can't do a thing to you. An example: A Highlander cannot see anything Jenner-sized at less than 30 meters in front of it. It can't see anything spider sized either (but it can shoot said spider). It cannot shoot a Jenner or Commando within 15 meters.
Some mechs turn faster than others. Be aware of this.
Destroy the side with the most weapons first. Always.
Network Lag:
If you have issues with lag, favor lasers and streaks over ballistics and other missiles.
MGs are also a good weapon for high ping players.
If its extreme lag, LRMs are also a good idea.
Computer lag:
LRMs all the way.
Lowering graphics, resolution, etc. can help. Close all background programs if possible.
If your frames are below 16 fps, I advise waiting until you get a better computer or upgrade before trying again. You won't have fun.
Your first mech:
It's highly recommended that you start or join a thread about this topic and give us the information about what you like to do so we can tailor fit a mech that would suit what you like.
If you prefer to go it on your own, remember this: As you go through the different variants of a mech chassis you like, it's important to highlight the "Hardpoints." When you do, it will show you where these hardpoints are located.
In the example below, the missile hardpoints are highlighted. The number corresponds to "how many" and the location is near where the hardpoint is mounted. The same trick can be done in the purchase mech view but is located on the left instead of the right.
Some definitions:
A cheese build is a build that either abuses the game's mechanics or packs on a lot of power for instant kills. Generally such builds show a lack of sportsmanship.
A joke build is something that on paper or in game is laughable and made entirely for fun or "because you can." Some joke builds, however, are no laughing matter and surprisingly deadly.
A boat is a mech that exclusively or almost exclusively packs on one type of weapon.
A poptart is a mech that stands in place and leaps from his 'toaster' (cover) over and over to make pot-shots.
Popcorn is a rarely used term referring to a ballistic boat that's slower than it needs to be, meaning its carrying insane amounts of ammunition that will pop if hit right. They are lovely to shoot and when secondary explosions had sounds they were amazing to hear. Like music. Typically they can be triggered by popping a leg. The rest is just art in the making.
"Distress Signal." A distress signal is performed by rapidly pressing the Target key when faced with multiple enemies. This is done for two reasons; it marks where a large number of enemy forces are, and as a call for help. Those who respond to the distress signal will begin moving towards the targets (but usually will not go all the way there; just closer). This is your chance to RUN! The allies responding to the signal can provide cover.
"Help [Grid location]" is a request for assistance to help an overwhelmed but healthy mech to escape from a bad situation. A response is usually helpful.
ECM [grid location] means that an enemy ECM mech is in that location and is hiding his or her team.
"To Commit" is a term that refers to engaging in a fight you cannot pull away from. With a single life this is important because once you commit that's it. Either you win or you die as the situation is impossible to escape from. Examples of usage: "Are we going to commit?" "Are you sure about this? We can't win. (response) It's too late we're committed." "I've got hostiles here. (Roger that, rendezvous with us and lure 'em.) No can do, I'm committed."
"Going down" is the guaranteed losing form of "to commit." With enough experience you will know right away when there is nothing you can do and so reporting (on voice) that you are going down lets your comrades know that you cannot be rescued and that any attempt to do so will result in a Black Hawk Down scenario.
Gestures: o7 (saluting), o/ (hello!), O_O (holy cow!) o.o (what? or "Um...") O.o (What are you doing?) (Happy; smiling brightly; no hard feelings.)
Role playing: Happens occasionally by people trying to spice their game up. A member of (faction) will make some declaration or decree, stating that you are to do (something) or else you will be destroyed. It's fun to read/do, but means nothing.
Premade: This is a group of players who arranged to join into the match together. In general for every premade on one team, there's at least one premade on the opposing team. This doesn't mean that they are of equal size, just that they exist.
PUG: Pick-Up Gamer. Also used to refer to anyone playing by themselves without friends to accompany them.
Surrender: A closed beta and early open beta act during the days of repair and rearm. It was performed by a final mech whose last stand would perform no satisfactory outcome. The act entails reporting "I surrender" and powering down. It was given by the losing mech to avoid repair bills, and adhered to and honored by the victorious team due to two reasons: It meant no higher repair and rearm bills for themselves (resulting from fighting and killing the last enemy), and base capture at the time paid more than total annihilation of the enemy team. This will NOT work anymore, nor will it be honored by most.
Q: "Why is everybody so insistent on completing the Basic tier for three different variants of the same mech? Are Elite skills that valuable?"
A: "While doing that does unlock Elite skills, it also doubles the effects of each Basic tier efficiency. For example, the Heat Containment skill, which raises heat capacity by 10%, will increase to 20% once three mechs of a chassis type all have their Basic skill trees completed (ie: HBK-4G, HBK-J, HBK-P)
I've only been here a month and I see a lot of people not knowing this very, very useful information.
Q: "Why is everybody so insistent on completing the Basic tier for three different variants of the same mech? Are Elite skills that valuable?"
A: "While doing that does unlock Elite skills, it also doubles the effects of each Basic tier efficiency. For example, the Heat Containment skill, which raises heat capacity by 10%, will increase to 20% once three mechs of a chassis type all have their Basic skill trees completed (ie: HBK-4G, HBK-J, HBK-P)
I've only been here a month and I see a lot of people not knowing this very, very useful information.
Sorry, Mars, but you're almost right. Fully completing the all of the Elite skills for one variant will double the basic skills only for that variant. And yes, the double skills really are that important, not to mention the speed tweak.
Sorry, Mars, but you're almost right. Fully completing the all of the Elite skills for one variant will double the basic skills only for that variant. And yes, the double skills really are that important, not to mention the speed tweak.
Wait, what? I'd never heard of this before so all of it is new to me anyway, but I read this to mean that if I complete ALL of the Elite skills (second tier), that doubles the effectiveness of your basic tiers (so, presumably, all 8 skills have their effects doubled), but it works on a per variant basis. i.e. my HBK-4J has all four Elite tiers filled, where as my 4SP only has 3 of them. So the 4J's 10% heat capacity is doubled, as well as the extra degrees you can turn, heat dissipation, deceleration etc, where as the 4SP gains nothing until that last Elite skill is unlocked?
Wait, what? I'd never heard of this before so all of it is new to me anyway, but I read this to mean that if I complete ALL of the Elite skills (second tier), that doubles the effectiveness of your basic tiers (so, presumably, all 8 skills have their effects doubled), but it works on a per variant basis. i.e. my HBK-4J has all four Elite tiers filled, where as my 4SP only has 3 of them. So the 4J's 10% heat capacity is doubled, as well as the extra degrees you can turn, heat dissipation, deceleration etc, where as the 4SP gains nothing until that last Elite skill is unlocked?
Correct?
If what you're saying is that the basic skills for your SP aren't doubled just because you're missing one elite skill, you're absolutely right.
You do not get the double effect for your 4sp until it has purchased all 4 elite efficiencies. You will note on your mech tree for a mech that has all 4 elite that there is a 2x on the left side of the basic tree
Additionally once you have Elited 3 variants of a Weight Class, not limited to a specific mech, you gain access to Master unlocks for Elited mechs of the Weight Class. It doesn't change the requirement to have 3 of a single variant to get to Elite, but there it is.
To those who have background knowledge: Which Mechs are likely going to be Kurita-Mechs when CW is implemented?
Jenner and Dragon I suppose, maybe the Kintaro as well? Which else?
To those who have background knowledge: Which Mechs are likely going to be Kurita-Mechs when CW is implemented?
Jenner and Dragon I suppose, maybe the Kintaro as well? Which else?
That is an astonishingly difficult question to answer.
The Jenner, Dragon, Kintaro, All Variants marked K.
The Victor, Jagermech and all variants marked D are Davion
The Highlander and Commando and all variants marked S are Steiner
The Cataphract and Raven and all variants marked L are Liao
Dunno what Marik has Battlemasters I think and all variants marked M.
I'll see if I can do some digging in the Lore and come up with a more useful list.
That is an astonishingly difficult question to answer.
The Jenner, Dragon, Kintaro, All Variants marked K.
The Victor, Jagermech and all variants marked D are Davion
The Highlander and Commando and all variants marked S are Steiner
The Cataphract and Raven and all variants marked L are Liao
Dunno what Marik has Battlemasters I think and all variants marked M.
I'll see if I can do some digging in the Lore and come up with a more useful list.
That is some good info for noobs like myself.
As a follow up question to this: My lancemates have "encouraged" me to align myself with house Kurita - will there be any restriction on my usage of the non-Kurita mechs that I have in my mechbays after CW is introduced?
While they haven't said anything like that yet, I would assume if you already own it you'll be able to use it freely. I think the house allegiance will only affect you buying new 'Mechs.
Ah, so that's what the letters are for - I always wondered why anyone would give such arbitrary names. Also makes sense that the basic chassis was widely available and the factions modified them to suit their preferred style.
Now I'm wondering what the F in my beloved Jenner really stands for - probably not "The Jenner that f***s you" I like to believe .
As a follow up question to this: My lancemates have "encouraged" me to align myself with house Kurita - will there be any restriction on my usage of the non-Kurita mechs that I have in my mechbays after CW is introduced?
Apologies if this cannot be answered yet.
As one of the people to record the newest CW announcement, I will tell you this.
You will have "access to your factions mechs at the cheapest rate of anyone."
This access will remain in effect unless "another faction takes control of a planet that your favorite mech is manufactured on. The prices will go up."
"If you lose all the manufacturing planets for that mech, you will have to go to the black market in order to purchase it at inflated black market prices."
If there is a non-Kuritan mech you want, you should buy it now. "When Community Warfare launches, mechs not available to your faction can always be found on the black market at higher prices. If you want those prices lower, you need to take those factories that produce them. The more factories responsible for producing that mech you have under your control, the lower those prices get."
And this is a personal note: If repair and rearm were to be re-implemented, several factories would be linked to judge the repair and rearm costs you would endure as well. Though from the sound of it, with R&R gone we're unlikely to see brand name engine, armor, structure, and weapon variants as without R&R, they would have no real impact on the economy and thus no reason to exist.
That is an astonishingly difficult question to answer.
The Jenner, Dragon, Kintaro, All Variants marked K.
The Victor, Jagermech and all variants marked D are Davion
The Highlander and Commando and all variants marked S are Steiner
The Cataphract and Raven and all variants marked L are Liao
Dunno what Marik has Battlemasters I think and all variants marked M.
I'll see if I can do some digging in the Lore and come up with a more useful list.
A fair amount of what I understand to be Davion Variants are marked with an X instead - though I do not know how much the X would actually signify Davion or if that is just random coincidence (like the Cataphract 4-X and raven 4-X)
A fair amount of what I understand to be Davion Variants are marked with an X instead - though I do not know how much the X would actually signify Davion or if that is just random coincidence (like the Cataphract 4-X and raven 4-X)
"stolen" mechs, if I'm not mistaken or general models. The Raven facility was stolen from the Liao, and some Cataphracts (a Liao exclusive unit) were captured and re-engineered. The Cataphract 3D is actually the Davion mech, if I'm not mistaken. The X's are usually experimental designs with no specific faction.
Examples, the Raven 1X is Liao designed and used against the Davions. But then the Davions captured them and re-outfitted them to what's called the 2X design. It goes back and forth.
Most of the Cataphracts, 0x, 1x, 2x were all Liao-exclusive designs. The 4x is a Davions prototype.
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Sarna
CTF-4X - The 4X is a Federated Suns prototype produced following the capture of Tikonov, but never saw use due to a lukewarm reception. The Large Laser of the 2X is retained, but all of the other weapons are removed in favor of two Autocannon/5s and an LRM-5. In order to fit all of this equipment, the top speed is lowered to 56 km/h. In a strange twist of fate, the copious ammunition bins for the autocannons became popular with the creation of special munitions, making this design much more well-liked than it had been in the past.