Jump to content

- - - - -

Short Question, Short Answer


10376 replies to this topic

#7661 Tier5 Kerensky

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 2,051 posts

Posted 20 May 2017 - 10:59 AM

View PostHarddown, on 20 May 2017 - 10:12 AM, said:

Was there an XP reset with the patch? Previously I had XP on some trial 'mechs, but that appears to no longer be the case.


Roughtly so. Now only owned mechs can have XP, or earn it. Same applies for HXP.


We receved in compensation some GXP, was it about 45k, and new players get that too when they complete the academy bonuses.


"the XP is still there but is historic XP, "
Only for owned mechs. Pure trial mechs are not owned so they retained nothing.

#7662 Rogue Jedi

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,908 posts
  • LocationSuffolk, England

Posted 20 May 2017 - 11:03 AM

View PostHarddown, on 20 May 2017 - 10:58 AM, said:

Is there a way to convert historic to GXP?

yes, if you own the Mech you can assign it to the Mech then converting it to GXP costs 1MC to transfer 25 Mech XP to GXP, however conversion goes on sale for half price, usualy about every 3 months, for 1 MC to convert 50.

#7663 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,653 posts
  • LocationSeraphim HQ: Asuncion

Posted 20 May 2017 - 11:47 AM

View PostHarddown, on 20 May 2017 - 10:12 AM, said:

Was there an XP reset with the patch? Previously I had XP on some trial 'mechs, but that appears to no longer be the case.


Experience earned on trialmechs previous to the patch should be assigned as HXP (as already mentioned). Any farther experience earned now will not apply to the mech (which is a bit of a shame). However, this has been countered by an award of GXP after you have completed your first 25 matches (cadet bonus). (If you already had completed your 25 matches, than you have already been assigned your free GXP.)

#7664 G4LV4TR0N

    Member

  • PipPipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 911 posts

Posted 20 May 2017 - 06:06 PM

If we target a mech that has no Radar Deprivation and that mech while being targeted hides behind an object(disappears from sight) but we do still maintain target lock when he's hidden, are we still able to obtain Targeting Information? Assuming that we are able to keep him targeted all the time and our Target Info Gathering is fast enough?

Another example, Target Info Gathering and Target Retention together. We targeted a guy and he got behind us, do we gather info?

Edited by G4LV4TR0N, 20 May 2017 - 06:39 PM.


#7665 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,653 posts
  • LocationSeraphim HQ: Asuncion

Posted 20 May 2017 - 07:06 PM

View PostG4LV4TR0N, on 20 May 2017 - 06:06 PM, said:

If we target a mech that has no Radar Deprivation and that mech while being targeted hides behind an object(disappears from sight) but we do still maintain target lock when he's hidden, are we still able to obtain Targeting Information? Assuming that we are able to keep him targeted all the time and our Target Info Gathering is fast enough?

Another example, Target Info Gathering and Target Retention together. We targeted a guy and he got behind us, do we gather info?


If they are locked, you are gathering information on them. It matters not where they are, as long as you have the lock. At least as far as I know and understand.

#7666 eveofmana

    Member

  • PipPip
  • Bridesmaid
  • 39 posts

Posted 20 May 2017 - 08:51 PM

Did AMS always have optimal range 120m limitations? Or is that new? I could've sworn AMS was 240 flat before skill tree... anyone?

#7667 Lorcryst NySell

    Member

  • PipPipPipPipPipPipPip
  • The Patron Saint
  • The Patron Saint
  • 533 posts
  • LocationBetween Chair and Keyboard

Posted 20 May 2017 - 08:54 PM

View Posteveofmana, on 20 May 2017 - 08:51 PM, said:

Did AMS always have optimal range 120m limitations? Or is that new? I could've sworn AMS was 240 flat before skill tree... anyone?


Yes, AMS range was 120 base before the skill tree patch. 240 was with the "AMS range" module unlocked and equipped.

That was the only AMS mod I had btw ... that's how I know it :)

#7668 eveofmana

    Member

  • PipPip
  • Bridesmaid
  • 39 posts

Posted 20 May 2017 - 09:21 PM

View PostLorcryst NySell, on 20 May 2017 - 08:54 PM, said:


Yes, AMS range was 120 base before the skill tree patch. 240 was with the "AMS range" module unlocked and equipped.

That was the only AMS mod I had btw ... that's how I know it Posted Image

Ah, so AMS got a free buff then... sorta. So with the dual AMS Tree Perks combined with dual AMS on my CRB-27, I'm shooting down roughly 10 to 12 missiles?

#7669 DavidStarr

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • 712 posts
  • LocationUkraine

Posted 20 May 2017 - 11:33 PM

BLR-2C or BLR-1G? Previously, 2C was thought to be better for its structure quirks; I wonder if the skill tree changes that relation. I mean, you could opt to skill 2C offensively, or 1G defensively.

Edited by DavidStarr, 20 May 2017 - 11:34 PM.


#7670 Reno Blade

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Blade
  • The Blade
  • 3,466 posts
  • LocationGermany

Posted 21 May 2017 - 12:49 AM

View PostG4LV4TR0N, on 20 May 2017 - 06:06 PM, said:

If we target a mech that has no Radar Deprivation and that mech while being targeted hides behind an object(disappears from sight) but we do still maintain target lock when he's hidden, are we still able to obtain Targeting Information? Assuming that we are able to keep him targeted all the time and our Target Info Gathering is fast enough?

Another example, Target Info Gathering and Target Retention together. We targeted a guy and he got behind us, do we gather info?

View PostTesunie, on 20 May 2017 - 07:06 PM, said:


If they are locked, you are gathering information on them. It matters not where they are, as long as you have the lock. At least as far as I know and understand.

I often have locks (shared by others) where there is no target info.
I assume that TIG requires line of sight to work, but that should be a matter of few games to verify. (will post if I can verify that earlier than someone else) :)

#7671 Rogue Jedi

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,908 posts
  • LocationSuffolk, England

Posted 21 May 2017 - 01:36 AM

View PostReno Blade, on 21 May 2017 - 12:49 AM, said:

I often have locks (shared by others) where there is no target info.
I assume that TIG requires line of sight to work, but that should be a matter of few games to verify. (will post if I can verify that earlier than someone else) Posted Image

Distance and ECM can increase the time it takes to get target info, worst case it can take about 10 seconds to get info but info always comes if you hold the lock long enough.
someone or something (NARC or UAV) has to have line of sight to get a lock.

#7672 G4LV4TR0N

    Member

  • PipPipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 911 posts

Posted 21 May 2017 - 07:34 AM

I have verified myself that you gather info on targets that are behind cover or behind you. That is true when we are talking about Target Decay and Target Retention. As for UAV's or other people/towers holding locks, you ain't gathering any info on those.

Edited by G4LV4TR0N, 21 May 2017 - 07:35 AM.


#7673 DavidStarr

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • 712 posts
  • LocationUkraine

Posted 21 May 2017 - 07:57 AM

View PostG4LV4TR0N, on 21 May 2017 - 07:34 AM, said:

As for UAV's or other people/towers holding locks, you ain't gathering any info on those.

Are you sure? At least for locks being held by other people, you were getting target info eventually (after a good while). I would know, I played LRM boats quite a bit :)

#7674 Rogue Jedi

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,908 posts
  • LocationSuffolk, England

Posted 21 May 2017 - 09:49 AM

View PostDavidStarr, on 21 May 2017 - 07:57 AM, said:

Are you sure? At least for locks being held by other people, you were getting target info eventually (after a good while). I would know, I played LRM boats quite a bit Posted Image

I am pretty sure that is correct but misleading, if the lock is provided by someone else you get the feed from their Mech, which is why you sometimes get instant target info. you are sharing the lock and target info that other person gathers., so if the persion/uav/narc stops transmitting target info you may still keep the lock for a few seconds depending on your target decay and their radar deprivation skills, but you are not gathering the target info who/whatever provides the lock is.

Edited by Rogue Jedi, 21 May 2017 - 10:08 AM.


#7675 DavidStarr

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • 712 posts
  • LocationUkraine

Posted 21 May 2017 - 10:02 AM

I see, thanks for the clarification.

#7676 G4LV4TR0N

    Member

  • PipPipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 911 posts

Posted 21 May 2017 - 01:20 PM

Talking about Skill Tree, which is more effective - Cool Run or Heat Gen node? I've heard Cool Runs are better if you have many Heat Sinks(including internals) while Heat Gen nodes are better when we use high heat weapons like 14 heat PPC's. Is that true?

Edited by G4LV4TR0N, 21 May 2017 - 01:21 PM.


#7677 Rogue Jedi

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,908 posts
  • LocationSuffolk, England

Posted 21 May 2017 - 01:27 PM

View PostG4LV4TR0N, on 21 May 2017 - 01:20 PM, said:

Talking about Skill Tree, which is more effective - Cool Run or Heat Gen node? I've heard Cool Runs are better if you have many Heat Sinks(including internals) while Heat Gen nodes are better when we use high heat weapons like 14 heat PPC's. Is that true?

cool run is definately far more effective for reducing a Mechs heat while firing, mainly because you have to take cooldown to get to heat gen, so if the Mech was already running hot getting 0.1% reduced heat from heat gen (after taking into account the faster rate of fire from cooldown) is pretty much worthless.

Edited by Rogue Jedi, 21 May 2017 - 01:28 PM.


#7678 G4LV4TR0N

    Member

  • PipPipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 911 posts

Posted 21 May 2017 - 02:06 PM

I am only talking about specific Skill nodes. In this case I can select two Heat Gen nodes or one Cool Run node(and one gating node). The weapon I care about is 14 heat Clan ERPPC, so two Cool Run nodes are making it 13.69 heat.

Additionally I want to ask, some mechs have quirked Heat Dissipation, like Adder having 10% in Center Torso. How does it combine with Cool Run, lets say if we would have only one 2% Cool Run node? Would it mean that mech will cool at 112% of normal rate or perhaps it will it be 112.2% because Cool Run would be placed on top of 110%? Or maybe it's other way around?

Edited by G4LV4TR0N, 21 May 2017 - 02:10 PM.


#7679 Tier5 Kerensky

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 2,051 posts

Posted 21 May 2017 - 10:48 PM

View PostG4LV4TR0N, on 21 May 2017 - 01:20 PM, said:

Talking about Skill Tree, which is more effective - Cool Run or Heat Gen node? I've heard Cool Runs are better if you have many Heat Sinks(including internals) while Heat Gen nodes are better when we use high heat weapons like 14 heat PPC's. Is that true?


There's a lot of talk about that. They split pretty even.

Most mechs you benefit from range too, which you get a lot alongside with heat gen from weapons tree. If you take either, you won't go wrong. For hot mechs, try to get both.


View PostG4LV4TR0N, on 21 May 2017 - 02:06 PM, said:

I am only talking about specific Skill nodes. In this case I can select two Heat Gen nodes or one Cool Run node(and one gating node). The weapon I care about is 14 heat Clan ERPPC, so two Cool Run nodes are making it 13.69 heat.

Additionally I want to ask, some mechs have quirked Heat Dissipation, like Adder having 10% in Center Torso. How does it combine with Cool Run, lets say if we would have only one 2% Cool Run node? Would it mean that mech will cool at 112% of normal rate or perhaps it will it be 112.2% because Cool Run would be placed on top of 110%? Or maybe it's other way around?


For the first one, you must mean heat gen nodes, not cool run.

For the question, most nodes work off on the base value. So it would be 10% +2% -> 12% less. Not 0.9*0.98 -> 11.8% less. Or more, in case of heat dissapation.

One exception to that seems to be structure and armor quirks. So if you have 50 normal structure plus 15 bonus quirk, and the nodes boosts 30%. So it's counted (50+15) *1.3 instead of 50*1.3 +15.


View PostDavidStarr, on 21 May 2017 - 07:57 AM, said:

Are you sure? At least for locks being held by other people, you were getting target info eventually (after a good while). I would know, I played LRM boats quite a bit Posted Image


Yes he's correct. The details are shared so if the targetting mech gets the readout, you get it too as shared. But you won't be able to see it yourself. Same as for UAVs, they don't gather the info.

Edited by Teer Kerensky, 21 May 2017 - 10:51 PM.


#7680 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,653 posts
  • LocationSeraphim HQ: Asuncion

Posted 21 May 2017 - 11:02 PM

As far as the difference between cool run and heat gen skills, it depends upon the concept/build strategy.

Cool Run makes your mech cool faster overall. This means that, even when you aren't shooting you are cooling. So this can be good for high heat/alpha builds, which can alpha a few times, get near shutdown and then hide for some time to cool off. You need less time to cool off, and because you are always cooling, it also means you may get a shot more than without it and/or be able to shoot longer. But this is not inherently what is happening. Basically, good for high heat weapons which burst heat, compared to high heat weapons that shoot a lot. (Think ERPPC vs stacks of SPLs.)

Heat Gen reduces the heat generated by your weapons, so it also makes your mech run cooler, but in a slightly different manner (but with fairly similar results). Every time you pull the trigger, your weapons a re just going to produce less actual heat. This means that, over a short period of time, you can shoot more often for less heat. It's just producing less heat, not letting you cool down any faster. This is better for DPS styled weapons, over heat spiking weapons. (Think stacked SPLs vs ERPPCs.)

Ultimately, you want both if possible if you build is literally running that hot. If your play style is to spike the heat with an alpha attach and then hide, than Cool Run is probably a better concept. If you need to just shoot more shots before you can cool down, than Heat Gen is probably better. But overall, honestly, the two run so close in performance, it probably won't make much difference between the two (unless you literally sit here and crunch the numbers, including the numbers of cooling as you are shooting).


That is how I see it at least. Cool Run trumps Heat Gen for the most part (always active vs only when shooting), and I've not done any real significant testing on this yet. So this is just theory crafting at this moment, considering how each aspect tends to affect things.





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users