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#8361 Rogue Jedi

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Posted 03 January 2018 - 11:56 AM

View PostPanzerkuh, on 03 January 2018 - 07:14 AM, said:

I just picked up the Hangover and noticed its right arm missile hard points load out 3 hand-1shoulder-1 hand. Is there a work around on this to install 4 in the hand if I don't want to use all 5 points so they fire from the same place?

the only way around it is to put a "dummy" launcher in to fill the shoulder slot, e.g. put in your 3 missiles you want, then an SRM2 or rocket launcher to use the shoulder hardpoint then the 4th you want.

a lot of Mechs have a fixed order for weapons going in specific hardpointsit is often (but not always) possible to put in a gun you do not want to "trick" the Mech into putting the guns you do want in the correct positions

#8362 DavidStarr

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Posted 04 January 2018 - 10:10 AM

The heroes currently on sale: GRASSHOPPER MJÖLNIR, ZEUS SKOKOMISH, KING CRAB KAIJU. Is any of them a great mech worth getting?

#8363 Tesunie

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Posted 04 January 2018 - 10:27 AM

View PostDavidStarr, on 04 January 2018 - 10:10 AM, said:

The heroes currently on sale: GRASSHOPPER MJÖLNIR, ZEUS SKOKOMISH, KING CRAB KAIJU. Is any of them a great mech worth getting?


I've been looking at that Zeus... A mech that can (in theory) go fast... with MASC? Seems like a good fit for me (considering my current Zeus goes 76~ KPH I think). I'm just not sure what I'd put on it, and I'm not much of an assault pilot....

Besides that, not sure if they are good according to the meta. I know I don't see them much (besides the Kaiju at times)...

#8364 Zamzee Owagana

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Posted 05 January 2018 - 09:55 AM

I purchased a Bushwacker and I started making changes to it, buying different weapons etc. I saved it, made the purchase then later went in and made a tiny change, an additional ammo module for 6,000 CB, but it ended up costing around 4.6 million C-Bills. Do you have to repurchase your mech every time you make a change or was I just going about it the wrong way?

#8365 IllCaesar

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Posted 05 January 2018 - 09:34 PM

View PostZamzee Owagana, on 05 January 2018 - 09:55 AM, said:

I purchased a Bushwacker and I started making changes to it, buying different weapons etc. I saved it, made the purchase then later went in and made a tiny change, an additional ammo module for 6,000 CB, but it ended up costing around 4.6 million C-Bills. Do you have to repurchase your mech every time you make a change or was I just going about it the wrong way?


Yeah, no, something is definitely wrong. Since the Bushwacker is no longer on sale the only way that I can imagine that you racked up that much of a cost without buying the mech again wholsesale is by buying a whole new XL engine.

#8366 Koniving

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Posted 06 January 2018 - 10:39 AM

View PostZamzee Owagana, on 05 January 2018 - 09:55 AM, said:

I purchased a Bushwacker and I started making changes to it, buying different weapons etc. I saved it, made the purchase then later went in and made a tiny change, an additional ammo module for 6,000 CB, but it ended up costing around 4.6 million C-Bills. Do you have to repurchase your mech every time you make a change or was I just going about it the wrong way?

There's a checkbox on the center torso that you may have accidentally clicked on or the arrow next to it, which either changed the engine type or changed the size of the engine. Either of them would easily tack in that kind of cost.

Good news is if you did complete that purchase, you probably have a spare engine tucked away in your storage. Look for it under Home and Inventory, Equipment.

#8367 Audacious Aubergine

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Posted 06 January 2018 - 07:14 PM

Did they push forward the MC release date for the MCII? I got Deathstrike when it was on sale a couple weeks ago but it shouldn't be up for MC until Tuesday??

#8368 Koniving

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Posted 06 January 2018 - 09:12 PM

View PostAudacious Aubergine, on 06 January 2018 - 07:14 PM, said:

Did they push forward the MC release date for the MCII? I got Deathstrike when it was on sale a couple weeks ago but it shouldn't be up for MC until Tuesday??

It was to make up for a mistake in stated advertising for the sale event.

#8369 Khazad Boom

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Posted 07 January 2018 - 12:25 PM

Why is there not an option to put on both single heatsinks and double? Inner sphere DHS taking 3 slots really limits putting enough heatsinks on my laser vomit Warhammer builds, for example. I would gladly slip in some singles to help dissipation a little more.

#8370 Tesunie

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Posted 07 January 2018 - 12:42 PM

View PostKhazad Boom, on 07 January 2018 - 12:25 PM, said:

Why is there not an option to put on both single heatsinks and double? Inner sphere DHS taking 3 slots really limits putting enough heatsinks on my laser vomit Warhammer builds, for example. I would gladly slip in some singles to help dissipation a little more.


Not only is it probably a limitation of the gaming engine, but also in battletech Table Top (what this game bases itself upon heavily), I don't believe it was effective/possible to exactly do that combination.

For the most part, you just can't in this game. So in the end, that's just how it is. Just like you can't take clan weapons/engines in IS mechs (even though we technically should be able to). It's just how this game was devised, as much based on it's game engine, game balance and etc.

#8371 Khazad Boom

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Posted 07 January 2018 - 06:33 PM

View PostTesunie, on 07 January 2018 - 12:42 PM, said:


Not only is it probably a limitation of the gaming engine, but also in battletech Table Top (what this game bases itself upon heavily), I don't believe it was effective/possible to exactly do that combination.

For the most part, you just can't in this game. So in the end, that's just how it is. Just like you can't take clan weapons/engines in IS mechs (even though we technically should be able to). It's just how this game was devised, as much based on it's game engine, game balance and etc.


Good an answer as any. Thanks.

#8372 Koniving

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Posted 07 January 2018 - 08:10 PM

View PostKhazad Boom, on 07 January 2018 - 06:33 PM, said:

Good an answer as any. Thanks.

Pretty much, heatsinks weren't just modular things to stick in like the one on your CPU. They were tied into everything with heat pumps funneling heat from weapons and equipment into the network of heatsinks and then forcing it out of various ports. There were numerous brand names of heatsinks, many only compatible with their own brand (think phone adapters before Android, how we'd have like 12 different connectors on a 'universal' phone charger and even then it didn't have the connection you needed). Different ones used different methods to cool, too, including a whole host of liquids and other means.

Of interesting note is that Liquid Nitrogen use in heatsinks is conflicting, there's a few sources that say yes, and two sources that say "a commonly stated misconception is that Liquid Nitrogen is among the liquid solutions used in heatsinks. This couldn't be farther from the truth as liquid nitrogen has a very low thermal tolerance." Liquid Nitrogen boils at "Room temperature" and evaporates, losing all ability to cool. In applications where temperatures can achieve well over a thousand degrees Fahrenheit, liquid nitrogen in real life would be completely useless in this application.



"At normal atmospheric pressure, nitrogen is a liquid between 63 K and 77.2 K (-346°F and -320.44°F). Over this temperature range, liquid nitrogen looks much like boiling water. ... Liquid nitrogen boils into nitrogen vapor at room temperature and pressure."

Source:
https://www.thoughtc...nitrogen-608592

And yes, in BT it was against the rules to combine the two types.

There were some in between options. Extra cooling jackets on weapons. (Basically out reduce heat skill nodes cover that). Had to take a negative quirk to go with such a positive quirk, though.

There was also a kind of "double" like heatsink you can stuff in with standard heatsinks but as I recall there were numerous issues with them that'd rear their head during gameplay which after that experience I kinda felt the same as most military forces in BT.... they weren't worth mass implementation.

They often led to severe technician injury and death, their destruction automatically disabled surrounding equipment in adjascent slots (so lose a prototype double heatsink between your AC/5 and your AC/2, bam both guns no longer work). Lost one near your engine? Congratulations, your mech is now a really big paper weight. Reading up on Sarna's really...pale entry (compared to the original stuff I discovered them from), I'm reminded of the first time I tried using them on a campaign. As I recall one of my best technicians lost an arm and a leg, and even after I got him some prosthesis he still quit, causing me to lose my only Veteran Tech. Everything became harder after that, and one Regular Tech and three AsTechs died due to a critical failure in repairing a prototype double heatsink. This also effectively made a nearby weapon unrepairable, as well as part of my XL engine, permanently leaving me with an unfixable 5 heat per turn problem, with an engine I could no longer replace even if I had the 12 million necessary to do so.

Edited by Koniving, 07 January 2018 - 08:13 PM.


#8373 Khazad Boom

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Posted 09 January 2018 - 05:13 PM

View PostKoniving, on 07 January 2018 - 08:10 PM, said:

Pretty much, heatsinks weren't just modular things to stick in like the one on your CPU. They were tied into everything with heat pumps funneling heat from weapons and equipment into the network of heatsinks and then forcing it out of various ports. There were numerous brand names of heatsinks, many only compatible with their own brand (think phone adapters before Android, how we'd have like 12 different connectors on a 'universal' phone charger and even then it didn't have the connection you needed). Different ones used different methods to cool, too, including a whole host of liquids and other means.

Of interesting note is that Liquid Nitrogen use in heatsinks is conflicting, there's a few sources that say yes, and two sources that say "a commonly stated misconception is that Liquid Nitrogen is among the liquid solutions used in heatsinks. This couldn't be farther from the truth as liquid nitrogen has a very low thermal tolerance." Liquid Nitrogen boils at "Room temperature" and evaporates, losing all ability to cool. In applications where temperatures can achieve well over a thousand degrees Fahrenheit, liquid nitrogen in real life would be completely useless in this application.


"At normal atmospheric pressure, nitrogen is a liquid between 63 K and 77.2 K (-346°F and -320.44°F). Over this temperature range, liquid nitrogen looks much like boiling water. ... Liquid nitrogen boils into nitrogen vapor at room temperature and pressure."

Source:
https://www.thoughtc...nitrogen-608592

And yes, in BT it was against the rules to combine the two types.

There were some in between options. Extra cooling jackets on weapons. (Basically out reduce heat skill nodes cover that). Had to take a negative quirk to go with such a positive quirk, though.

There was also a kind of "double" like heatsink you can stuff in with standard heatsinks but as I recall there were numerous issues with them that'd rear their head during gameplay which after that experience I kinda felt the same as most military forces in BT.... they weren't worth mass implementation.

They often led to severe technician injury and death, their destruction automatically disabled surrounding equipment in adjascent slots (so lose a prototype double heatsink between your AC/5 and your AC/2, bam both guns no longer work). Lost one near your engine? Congratulations, your mech is now a really big paper weight. Reading up on Sarna's really...pale entry (compared to the original stuff I discovered them from), I'm reminded of the first time I tried using them on a campaign. As I recall one of my best technicians lost an arm and a leg, and even after I got him some prosthesis he still quit, causing me to lose my only Veteran Tech. Everything became harder after that, and one Regular Tech and three AsTechs died due to a critical failure in repairing a prototype double heatsink. This also effectively made a nearby weapon unrepairable, as well as part of my XL engine, permanently leaving me with an unfixable 5 heat per turn problem, with an engine I could no longer replace even if I had the 12 million necessary to do so.


Thats a good explanation. I guess I just wish the IS dhs didnt take three slots. Im done whining. THANKS.

#8374 TooDumbToQuit

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Posted 10 January 2018 - 03:36 PM

I was wondering if having Artemis is important for ATMs. And I'm not kidding, I've died a number of times being 3-400 ms away with a tag and watching the missiles all the way. If the target is still or moving towards or away from you, it is not bad.

But if the target is going from left to right, the first shot almost always misses. Grrrrrr

#8375 TooDumbToQuit

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Posted 10 January 2018 - 03:43 PM

It would be dumb not to. I always look at the 40% - 50% sales for such deals.

Like if I want Premium time. I do not pay $12.00 for it. Instead I buy a Locust package for $13.00 which gives me 30 days PT, 3 mechs to sell and THREE mech bays.

Honestly, PGI plays us all the time. How many "great new mechs" have you prepaid for just o find out they are not that good? And when I want to sell them off, do they offer me a deal?

#8376 TooDumbToQuit

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Posted 10 January 2018 - 03:46 PM

This is about "the Hangover"

GRRRRR, another bunch of swishy mechs I'm mad about buying.

Check this out.



Edited by LikeUntoGod, 10 January 2018 - 03:51 PM.


#8377 TooDumbToQuit

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Posted 10 January 2018 - 03:50 PM

Ok, the reason I came here.

What does "Targeting Time Boost" mean?

What does "Targeting Gain Time Boost" mean?

I know what I think they mean but I tend to be wrong.

IS THERE ANYWHERE, SOME OTHER WEBSITE ETC WHERE THESE SIMPLE THINGS ARE EXPLAINED?

Edited by LikeUntoGod, 11 January 2018 - 02:47 PM.


#8378 Tesunie

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Posted 12 January 2018 - 12:15 AM

View PostLikeUntoGod, on 10 January 2018 - 03:36 PM, said:

I was wondering if having Artemis is important for ATMs. And I'm not kidding, I've died a number of times being 3-400 ms away with a tag and watching the missiles all the way. If the target is still or moving towards or away from you, it is not bad.

But if the target is going from left to right, the first shot almost always misses. Grrrrrr


In theory, Artemis taken as an upgrade to ATMs isn't suppose to provide any enhancements. I can't say I've tested it though.

If ATMs follow SSRM rules though, I wouldn't doubt if taking Artemis helps to shorten missile lock times. I have not tested this, and have only really just begun to experiment with ATMs, so I can't confirm it.

View PostLikeUntoGod, on 10 January 2018 - 03:50 PM, said:

Ok, the reason I came here.

What does "Targeting Time Boost" mean?

What does "Targeting Gain Time Boost" mean?

I know what I think they mean but I tend to be wrong.

IS THERE ANYWHERE, SOME OTHER WEBSITE ETC WHERE THESE SIMPLE THINGS ARE EXPLAINED?


Targeting Time Boost should be shortening the time it takes to gain information on your targeted target. This is the "paper doll" damage display that appears for targets you lock onto. Similar to what APs do, for an example equipment that grants this.

Targeting Gain Time Boost should be the same thing.

Of course, I provide this with the "I could be wrong" clause...

#8379 Tier5ForLife

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Posted 12 January 2018 - 10:51 AM

Thanks Tesunie again.

I'm going to keep asking this until it makes sense.

Ok, the reason I came here.

What does "Targeting Time Boost" mean?

What does "Targeting Gain Time Boost" mean?

I know what I think they mean but I tend to be wrong. "Targeting Time" sounds like to me like the time it takes to lock on your target. "Targeting Time" is on the BAP and "Targeting Gain Boost" is on the Command Console. But, on Smurfy is says both are for as you said, simply gathering Info. The same with a targeting computer.

ONLY THE TAG "accelerates lock". I remember having this discussion before. And I will say the same thing. WHO THE FUNK CARES about a increase in targeting data? I've been told it is so important. Which is BS.

If we were really in that world I'd be all over my engineers to increase "lock speed" instead. As a Missile Mech you need FASTER TARGETING! Hell, I'd put my engineers in prison until they improve targeting time!

Here is one reason this makes little sense. You cannot aim at a part of a target if you are using LRMs etc. So how does knowing a enemy mech that is 500ms away and over a hill has a bad leg help? (I know, so you can tell your teammates...which rarely if ever happens)

Here is the thing and I'm going to have to record this and compare them but I'd swear on the practice map with BAP and the CC, I gain target lock faster.

Thanks again, I just find it hard to understand the stupid ways items are used here.

Edited by LikeUntoBuddha, 12 January 2018 - 10:53 AM.


#8380 Tier5ForLife

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Posted 12 January 2018 - 11:24 AM

Great LRM Guide Tesunie!

- LRMs are limited by the number of tubes a hard point has. It is not limited by the size of the launcher. The number of tubes a hard point has depends upon the number of tubes the original launcher that was there had. Ex: If your make is the Quickdraw, you have 2 missile hard points. The original size of the launchers is an LRM10 and an SRM4. That means that, no mater the size of the launcher you place in your LRM10 hard point, it will only ever shoot out 10 LRMs per shot. If you place an LRM20 in the LRM10 hard point, it will shoot off 2 rapid succession volleys of 10, equaling 20. If you place an LRM10 in the SRM4 hard point, you will get 2 volleys of 4 and a last volley of 2 in rapid succession of shots before the launcher is done shooting a single shot.

Interesting, I've never read or heard about is before.

As far as spotting goes. I spent my first 6 months of this game mainly playing Kit Foxes and spotting. And I LOST the Tier 5 (almost to Tier 4) that you start the game with. I only started rising in Tier level once I stopped spotting. As the LRMers were getting big damage numbers, I was getting my head taken off with Gauss, PPCs and many other weapons.

So basically when I hear someone ask to hold locks, I tell them to get their own like I do.

Here to me is the truth about locks. And it goes with my idea that the first target a LRMer should fire at is a enemy Mech that a teammate is fighting. This game is not about one on one, it is about two or three on one. So do not simply shoot at a easy target when you can help a teammate and thus your team.

And here is the truth about 90% of locks. They come because a teammate of yours is fighting face to face with that enemy mech. And they were smart enough to lock their target or it just happened





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