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#101 Kaosity

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Posted 18 October 2013 - 05:34 PM

Another noob question... Any way of determining how much premium account time I have "in the bank" without having to activate it? TIA

Edited by WhenReaperComes, 18 October 2013 - 05:35 PM.


#102 Koniving

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Posted 18 October 2013 - 05:38 PM

Try it. You'll get a confirmation. It'll tell you how much you have and ask if you're certain.

--------

To the below. You won't see much of it from me. Closest I do is in my Heavy Metal, and it's a last resort to increase my damage while neutering theirs.

Edited by Koniving, 18 October 2013 - 06:29 PM.


#103 Denolven

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Posted 18 October 2013 - 06:17 PM

Need some proper demonstration video(s) for how jump brawling works. I have tried those famous Victor builds for a while now but no matter how I look at it, I can't make it work. I have good results for other styles (different weaponry), but jump brawling seems really not worth it at all, assuming the opponent is not a newbie.

My problems:
  • my aiming and reflexes suck (need several seconds to aim for weakspots if both are standing still)
  • can't outmaneuver anything in an assault (not my fault, it's an assault mech after all)
I know that the jumping is used for damage distribution, but obviously I'm doing it wrong, because I always end up with 200 damage and a dead side torso after 20-30 seconds.

PS: current project is to get the 9K working.

Edited by Denolven, 18 October 2013 - 06:41 PM.


#104 Mahws

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Posted 18 October 2013 - 07:58 PM

Don't have any victors myself, but from my experience with using JJ on a brawling build; you're wasting tonnage on that many jump jets.

The two ways to use jump jets is to either vault over your enemy (shooting down with your arm weapons as you go over, then spinning midair to hit them in the back when you land) and more commonly to increase your turn speed by activating your jets whilst turning.

If the first isn't working out for you focus more on the second. Ditch all but one of your JJ. Then if you're trying close range brawling consider dropping the 2 LL for 3 MPL (the same amount of alpha, shorter beam length, greater DPS) and adding in some missiles. Also consider dropping the Gauss for a more brawl effective weapon like an AC/10 or LBX10.

Really though I don't see an XL Victor working well as a brawler. I'd honestly recommend going back to your stock 320 STD and trying a few rounds with that instead.

Maybe something like this:
VTR-9K

#105 Denolven

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Posted 19 October 2013 - 06:16 AM

View PostMahws, on 18 October 2013 - 07:58 PM, said:

to increase your turn speed by activating your jets whilst turning.

JJ don't increase max turning speed, so how is that supposed to work?

#106 Redshift2k5

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Posted 19 October 2013 - 06:24 AM

View PostDenolven, on 19 October 2013 - 06:16 AM, said:

JJ don't increase max turning speed, so how is that supposed to work?


not speed per se, but it gives you a much tighter turn radius. your turn radius becomes as small ad the 'forward momentum' of the JJ initial thrust, as opposed to a much wider turning radius when on foot.

#107 Itsalrightwithme

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Posted 19 October 2013 - 06:35 AM

View PostDenolven, on 18 October 2013 - 06:17 PM, said:

Need some proper demonstration video(s) for how jump brawling works. I have tried those famous Victor builds for a while now but no matter how I look at it, I can't make it work. I have good results for other styles (different weaponry), but jump brawling seems really not worth it at all, assuming the opponent is not a newbie.

My problems:
  • my aiming and reflexes suck (need several seconds to aim for weakspots if both are standing still)
  • can't outmaneuver anything in an assault (not my fault, it's an assault mech after all)
I know that the jumping is used for damage distribution, but obviously I'm doing it wrong, because I always end up with 200 damage and a dead side torso after 20-30 seconds.


PS: current project is to get the 9K working.



I'm not sure what your idea of "jump brawling" is, but if you are expecting to fly over the head of an Atlas and shoot its back with an AC20 .... thankfully that isn't possible in this game. In an Assault brawler, the JJ is good for tightening the jump radius, but more than anything else the JJ is great for jumping over obstacles so that you can get the heck out of trouble. Or, to approach weak points in the enemy line in a way that a Fatlas cannot.

If you are slow at aiming, in the longer term you have to work on improving that. Thankfully this game isn't Call of Duty, but you have identified that as an issue and yes, it is limiting. If you aren't a good aim, I think the Victor's not the best mech. A Stalker with Lasers is probably a better learning mech to improve aiming.

I also don't know why you bring a BAP and Gauss rifle to a brawl. BAP isn't useful unless you bring Streak SRMs, Gauss is too unwieldy and fragile.

#108 Koniving

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Posted 19 October 2013 - 08:43 AM

View PostItsalrightwithme, on 19 October 2013 - 06:35 AM, said:

I'm not sure what your idea of "jump brawling" is, but if you are expecting to fly over the head of an Atlas and shoot its back with an AC20 .... thankfully that is possible in this game.


Fixed!

AC/20 Raven 4X can do this. It has the twist and the turning speed while in the air. It's the reason I consider this mech incredible and superior to the 3-L. It also drop-kicked Atlases back in Closed Beta, toppling them over while allowing me to land on my feet (about half of the time, lol). People hated me when I followed that up with an AC/20 headshot, just to do it again for the kill.

Edited by Koniving, 19 October 2013 - 08:43 AM.


#109 Denolven

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Posted 19 October 2013 - 09:33 AM

Thanks for your answers. I hoped to find the magic key, but you all confirmed that there is none.

Spoiler

Edited by Denolven, 19 October 2013 - 09:34 AM.


#110 MavRCK

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Posted 19 October 2013 - 02:35 PM

View PostDenolven, on 18 October 2013 - 06:17 PM, said:

Need some proper demonstration video(s) for how jump brawling works. I have tried those famous Victor builds for a while now but no matter how I look at it, I can't make it work. I have good results for other styles (different weaponry), but jump brawling seems really not worth it at all, assuming the opponent is not a newbie.

My problems:
  • my aiming and reflexes suck (need several seconds to aim for weakspots if both are standing still)
  • can't outmaneuver anything in an assault (not my fault, it's an assault mech after all)
I know that the jumping is used for damage distribution, but obviously I'm doing it wrong, because I always end up with 200 damage and a dead side torso after 20-30 seconds.



PS: current project is to get the 9K working.


Check out my channel twitch.tv/kaosmavrck - lots of recent videos with my shadowhawk and with Ryan Steel's Victor 9K. Some of my old videos with the Highlander and brawling build I used to run are there as well...

Edited by MavRCK, 19 October 2013 - 02:36 PM.


#111 Balzak

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Posted 19 October 2013 - 03:54 PM

I like to gauss. What is the ideal mech for gauss whoring?

Edited by Balzak, 19 October 2013 - 03:54 PM.


#112 Mahws

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Posted 19 October 2013 - 06:57 PM

I run this JM6-S.

High weapon mounts means you can ridge shoot effectively (charge the gauss, pop your head up over the hill, fire, duck back) and the 4ML will give you the extra punch to finish off enemies/defend yourself from lighter mechs.

That being said I haven't played it much since the Gauss nerf. A faster build that's more capable of firing on the move and keeping its range might be a better choice now.

#113 Jaegerwulf

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Posted 19 October 2013 - 07:25 PM

in order to efficiently farm cbills, should I use my Firebrand (mastered hero mech) or one of my project phoenix hero mechs that need the xp that would be generated?

#114 Alaskan Nobody

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Posted 19 October 2013 - 07:29 PM

View PostJaegerwulf, on 19 October 2013 - 07:25 PM, said:

in order to efficiently farm cbills, should I use my Firebrand (mastered hero mech) or one of my project phoenix hero mechs that need the xp that would be generated?


The Firebrand would probably play better, and thus score higher- earning more Cbills. (more familiar+efficiencies already earned)
On the other hand - If you are tired of the Firebrand (even temporarily) it starts to FEEL like a grind: the Phoenix mechs may alleviate that some.
Grinds are easier if you are not thinking of them as such.

#115 Redshift2k5

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Posted 20 October 2013 - 04:32 AM

Working on your PP mechs will also give you progress on other goals- Earning XP on your new mechs. Try it out and see how well your C-bills earnings compare, but keep in mind you will likely start out a bit lower since new mechs need some getting used to.

#116 Kalen Morgan

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Posted 20 October 2013 - 06:09 AM

I just sold a Mech; I realized afterwards that I had a large amount of experience on said Mech that I could have converted to GXP. Now I can't access the change option because I don't own the chassis anymore.

Is there any way I can accomplish this short of buying the Mech again?

Sorry if this has been asked/answered before, I am on a slow connection today.

#117 scJazz

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Posted 20 October 2013 - 06:30 AM

View PostKalen Morgan, on 20 October 2013 - 06:09 AM, said:

I just sold a Mech; I realized afterwards that I had a large amount of experience on said Mech that I could have converted to GXP. Now I can't access the change option because I don't own the chassis anymore.

Is there any way I can accomplish this short of buying the Mech again?

Sorry if this has been asked/answered before, I am on a slow connection today.

No you must own the variant.

#118 Mahws

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Posted 20 October 2013 - 06:44 AM

View PostKalen Morgan, on 20 October 2013 - 06:09 AM, said:

I just sold a Mech; I realized afterwards that I had a large amount of experience on said Mech that I could have converted to GXP. Now I can't access the change option because I don't own the chassis anymore.

Is there any way I can accomplish this short of buying the Mech again?

Sorry if this has been asked/answered before, I am on a slow connection today.

You can wait and hope that they include the ability to convert XP on sold variants in UI2.0, but otherwise unfortunately no.

#119 Nick Makiaveli

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Posted 20 October 2013 - 03:45 PM

View PostscJazz, on 17 October 2013 - 02:04 PM, said:

Ammo usage pattern...

HD --> CT --> RT --> LT--> LA --> RA--> LL--> RL

Generally I fill the CT next


Stupid question time!!! Which leg is the left? Now before you troll me, is it the mech's left or the person facing the mech's left?

View PostDEMAX51, on 18 October 2013 - 08:51 AM, said:

Yes. If you quit out of the match instead of spectating, you will not be awarded bonuses for assists on enemies that are killed after you exit.


Anyone have a link to this? I know they said it about a discon, but Quitting via the Options menu after you die isn't the same thing? I'm tempted to try the suicide charge and see what my XP looks like. Only problem would be I would have to do it multiple times to account for winning or losing without the mechs I damaged being killed and it's too douchy a move to do a dozen times.

#120 StarGeezer

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Posted 20 October 2013 - 04:30 PM

View PostNick Makiaveli, on 20 October 2013 - 03:45 PM, said:

Stupid question time!!! Which leg is the left? Now before you troll me, is it the mech's left or the person facing the mech's left?

On any bilateral (that is, one on each side) location, it's indicated in the loadout screen. So Right Leg, Left Leg, Right Arm, Left Arm, Right Torso and Left Torso are all indicated explicitly when you select them.





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