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Short Question, Short Answer


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#8121 Tesunie

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Posted 20 September 2017 - 07:23 AM

View PostG4LV4TR0N, on 20 September 2017 - 02:24 AM, said:

I will have to test this personally then. But as a part of question, does Target Decay node help when targeted mech powers down?


Target Decay should not help with retaining a lock when a mech has shut down. I've seen my locks get lost on targets immediately as soon as they shut down from an Overheat even though I could see them directly, and I play LRMs often enough.

This should answer both questions, but it never hurts to test it personally yourself anyway.

#8122 Koniving

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Posted 20 September 2017 - 07:39 AM

View PostTesunie, on 20 September 2017 - 07:23 AM, said:


Target Decay should not help with retaining a lock when a mech has shut down. I've seen my locks get lost on targets immediately as soon as they shut down from an Overheat even though I could see them directly, and I play LRMs often enough.

This should answer both questions, but it never hurts to test it personally yourself anyway.


You mean Target Retention.

It should not for balance reasons but in reality it always has. If the target is disappearing much quicker it has to do with the skill tree counter to it. Under the sensor tree you'll find a few skill nodes that counter target retention though not completely.
Mechs start a shut down before you actually see the animation take place, eating that precious second of retention you'd get over them with full retention nodes.

I know this because I shut down frequently to get rid of locks, and Streaks are still more than happy to fire and hit me after I shut down if I don't dig into that skill tree.

Edited by Koniving, 26 September 2017 - 11:58 AM.


#8123 Drake Ravenheart

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Posted 20 September 2017 - 08:26 AM

1: How do I report some?

2: How do you block someone after your out of the drop que thingy? It appears as though there is no way to do so once a match begins. Usually, you don't know you want to block someone until you are in a match.

#8124 Tier5 Kerensky

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Posted 20 September 2017 - 02:00 PM

View PostDrake Ravenheart, on 20 September 2017 - 08:26 AM, said:

1: How do I report some?

2: How do you block someone after your out of the drop que thingy? It appears as though there is no way to do so once a match begins. Usually, you don't know you want to block someone until you are in a match.



In battle, press tab. You will get a list of all players on both side. Then click on player and select the reason for raporting.

This current patch did change that screen a bit. Previously it "sticked" open when you pressed tab, but now you have to keep pressing it, and your mech with turn to follow your cursor even though you got that "scoretable" open.

Actually I just tested it, it seems not only your mech follows the mouse, as you click to report someone, it also fires. That's a bit silly and sounds like a hotfix material.

* Technically it's not a scoretable on most gamemodes as it doesn't list number of kills, but at least it shows if someone is alive as well as how many mechs they have left on FP.

Same thing applies for reporting or blocking.

Edited by Teer Kerensky, 20 September 2017 - 02:00 PM.


#8125 Koniving

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Posted 21 September 2017 - 09:21 AM

(Hold tab, not press.)

#8126 Koniving

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Posted 21 September 2017 - 10:09 AM

So... To get ultimate tier for IS.

Buy 2 collector packs (40 bucks). (Two mechs I already own the variants of, but now each with 30% cbill bonus and dorky paintjobs that I'd change anyway).

Already have one hero from the website store, so buy 4 lights for 10 each (40) + a 12 dollar heavy hero archer? (52. Get five unique variants, each with 30% cbill bonuses.)


Choice one has the benefits of saving money after a hurricane.
Choice two has the benefits of giving me a lot more for that extra 12 dollars.

Both routes ultimately get me the Victor loyalty mech that I want.

Question is... Which should I do?

Edited by Koniving, 21 September 2017 - 08:33 PM.


#8127 The 4th Amigo

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Posted 22 September 2017 - 07:30 AM

What damage output does one need to consistently produce to be considered good enough for Faction Play?

#8128 Tesunie

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Posted 22 September 2017 - 09:06 AM

View PostThe 4th Amigo, on 22 September 2017 - 07:30 AM, said:

What damage output does one need to consistently produce to be considered good enough for Faction Play?


That's more of a personal skill level question. There is no set amount of damage one "must" achieve to enter FP.

However, if you are looking for good indicators, I'd have to say 250ish damage average is reasonable damage in a QP match. Most players though kinda expect 1000ish damage (read as 800+ damage) per FP match.

However, damage is not everything in this game. I've seen players be very influential in a match, and yet that specific match they may have done less than 100 damage. FP also doesn't necessarily always need damage, but for people willing to play to the game mode objective and with the willingness and understanding on how and when to make sacrifices for the team.

FP is more team oriented. The real limiting factor for that play mode is teamwork. If you can't work within a team well, or don't have a team to play with (a single player only) than it's going to be a hard mode to play in. You will want to form up a team to truly be effective. Do this via LFG features or getting together with friends. I'd say a group of 4 players is more of a minimum than damage scores. A coordinated lance that can work together and focus a target or aim for an objective can be a powerful thing. A full 12 man... even more powerful.


Units are always looking for recruits. You can check them out here on the forums or as you collide with them in game. Sometimes, you may need to even drop FP as a solo to see some groups and how they play, and to maybe ask or be invited into a unit. Finding a fun unit that fits your desired gaming experience is probably the best advice I can provide. I can certainly say that since joining my unit (the Seraphim), this game has been a LOT more fun for me than when I was floating around as a solo.


I hope this answers some of your questions?

#8129 Xaat Xuun

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Posted 22 September 2017 - 09:43 PM

does mute also mute their text in chat ?

#8130 Mechwarrior4670152

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Posted 22 September 2017 - 10:17 PM

View PostXaat Xuun, on 22 September 2017 - 09:43 PM, said:

does mute also mute their text in chat ?

That or the people that were obnoxious enough for me to use it on decided to stop talking of their own free will.
(No audio on my PC right now, so those I muted were typing)

.....but I am leaning more toward it muting their text as well.

#8131 Xaat Xuun

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Posted 22 September 2017 - 11:28 PM

I just want to mute text, but if it also mute them in VOIP . .okay, . . . if I weren't able listening to either, but that Text is annoying sometimes if not most

#8132 Mechwarrior4670152

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Posted 22 September 2017 - 11:44 PM

I cannot comment on VOIP, as I said, I have no audio on my PC right now.

But muting them does seem to stop the text-spam from the ones I tried it on.

#8133 Xaat Xuun

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Posted 23 September 2017 - 12:01 AM

good enough .. I'll start my muting knowing it stops Their text

#8134 Tier5 Kerensky

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Posted 23 September 2017 - 12:05 AM

I just tested it, nope, mute only works againts voip. (took several games as in first game there was nothing typed, not even at end of game)

#8135 Mechwarrior4670152

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Posted 23 September 2017 - 12:18 AM

View PostTeer Kerensky, on 23 September 2017 - 12:05 AM, said:

I just tested it, nope, mute only works againts voip. (took several games as in first game there was nothing typed, not even at end of game)

I am having a hard time believing the people I was dealing with simply shut up.
The people I have muted seemed to be having too much fun vomiting hatred at everyone.
On the other hand, I also have no proof beyond circumstantial evidence, so.... Posted Image

Edited by Wence the Wanderer, 23 September 2017 - 12:18 AM.


#8136 Tier5 Kerensky

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Posted 23 September 2017 - 02:35 AM

It's easy to test, mute everyone at the beginning. The muting doesn't stick, it's per game. And give it few games, as not in every game there's is anything written.

#8137 Robaxacet

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Posted 26 September 2017 - 07:08 PM

If you use a TAG with Stealth Armor on does it turn it off? I know if the enemy hits you with one it does.

#8138 Tier5 Kerensky

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Posted 27 September 2017 - 02:59 AM

Yes, but it's a bit odd right now. It turns off the stealt but you can't aquire a lock. And the target will dissapear the moment your tag laser doesn't hit it. Normally tag effect lasts a bit longer.
This is considered a bug.

Not sure if you have tag plus probe. Probe alone won't counter stealth armor.

Also activating stealth armor has odd results depending on if enemy has a lock on you. If they do, it activates only after the lock is broken. If not, it activates immediately.


Oh wait you asked if YOU use tag while having stealth armor? No it won't break it, but the tag will be useless as your sensors are passive. And you can't relay targetting info to team mates.

#8139 Robinson Crusher

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Posted 30 September 2017 - 06:59 AM

If I increase pitch or yaw with the skilltree it increases my mech torso's pitch and yaw, but does it also increase the vertical and horizontal range within which I keep a target lock?

#8140 Koniving

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Posted 30 September 2017 - 10:03 AM

Today I got frustrated with the event, namely the sheer amount of laser vomit builds dealing upwards of 80+ to 100 damage without being touched by Ghost heat due to how it works.

So I decided I was gonna have a little fun in quickplay, pulled out my Javelin with 6 launchers and I shoved on 6 RL.

Got behind somebody, made sure I wasn't within the minimum range, lined up my shot, came to a complete stop just in case... and fired all 6 RL 20s. The expectation was 120 rockets doing 2 or 3 damage each would obliterate this guy's rear CT.

But he's still alive.
When I was able to power up again, he's only got a yellow CT. Undamaged anywhere else meaning I exclusively hit CT.

Then I realize something. I still have rockets. Most of my launchers read "10" missiles and 2 of them read "15 missiles."

So I fired my one time use rocket launchers... a few more times.

Has anyone else had this experience? What causes it?

View PostRobinson Crusher, on 30 September 2017 - 06:59 AM, said:

If I increase pitch or yaw with the skilltree it increases my mech torso's pitch and yaw, but does it also increase the vertical and horizontal range within which I keep a target lock?

Only if you are looking in said pitch or yaw.
You can only keep a target acquisition so long as you can see them. Target Retention gives you a few seconds after you lose them, but you still had to have seen them first.

To be clear...
Anywhere you can see the outside world in this view...
Posted Image
You can acquire a target. Regardless of where you are looking so long as you can see them. (Exception is if SOMEONE ELSE can see them.)

You can only HOLD a LOCK, if your "o" or "+" crosshair is on the target by even the tiniest pixel. If you fall off of their target box by even a pixel, a brief countdown starts and you will lose the LOCK.

If you expand the range of your torso movement, you expand the range the "+" crosshair can move (and by extension the "o" range), and thus you can move them a little further to get or hold a LOCK... But you still have to do it.

Understood?

(If you want to acquire a target beyond your normal visual range but are unable to torso twist or turn in that direction for whatever reason, you can press Left CTRL and turn your pilot's head. This will allow you to acquire that target. You cannot lock it unless you can get your arms on it, and very few mechs have that kind of arm range. But it is a good trick to know. You can see a tiny example of it here.)

Edited by Koniving, 30 September 2017 - 10:14 AM.






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