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#9161 Tesunie

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Posted 06 December 2018 - 10:32 AM

View PostSandarbian, on 06 December 2018 - 08:07 AM, said:

where can I find a glossary of terms for what is listed under "Match Performance" under the end of game results?

Such as "Protected Medium" or "Savior Kill"? Would be nice to know what these terms actually mean. I can find NOTHING on the forum. OR anywhere else.


Looks like CaptainJZ has the knowledge on this one.

I will comment for quick reference:
Protected Medium: Be engaged (attacking an enemy) while in a medium mech while standing nearby a friendly mech two classes heavier than your own. (AKA: Stand near your assaults while in a medium mech, while engaging the enemy.)
FYI: Protected light is the same thing as protected medium, just in a light mech. So, if you are engaged with the enemy in a light mech, if you have an allied heavy or assault nearby, you will get Protected Light.

Savior Kill: Deal damage to an enemy that is killed (by yourself or someone else) that has attacked an ally who was near death.

If the Captain's links aren't helpful (I have not looked at them yet), just ask here what specific reward labels you are wondering about. We can answer them as you come across them.

#9162 TheCaptainJZ

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Posted 07 December 2018 - 05:53 AM

View PostTesunie, on 06 December 2018 - 10:32 AM, said:


Looks like CaptainJZ has the knowledge on this one.

I will comment for quick reference:
Protected Medium: Be engaged (attacking an enemy) while in a medium mech while standing nearby a friendly mech two classes heavier than your own. (AKA: Stand near your assaults while in a medium mech, while engaging the enemy.)
FYI: Protected light is the same thing as protected medium, just in a light mech. So, if you are engaged with the enemy in a light mech, if you have an allied heavy or assault nearby, you will get Protected Light.

Savior Kill: Deal damage to an enemy that is killed (by yourself or someone else) that has attacked an ally who was near death.

If the Captain's links aren't helpful (I have not looked at them yet), just ask here what specific reward labels you are wondering about. We can answer them as you come across them.

It's so nice the search feature works again! Plus someone had recently asked this same question in another thread somewhere.

#9163 Grammer Pollice

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Posted 07 December 2018 - 09:25 PM

What is the current go to choice for clan laser vomit builds to pair with CERMLs? Pulses or Heavy? I'm assuming not straight up ERLL.

Also, what are you favorite Clan vomit builds, preferably with ECM?

#9164 Tesunie

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Posted 07 December 2018 - 09:34 PM

View PostGrammer Pollice, on 07 December 2018 - 09:25 PM, said:

What is the current go to choice for clan laser vomit builds to pair with CERMLs? Pulses or Heavy? I'm assuming not straight up ERLL.

Also, what are you favorite Clan vomit builds, preferably with ECM?


Typically, either pulses or heavy lasers, depending upon your preference for heat scale, available tonnage and crit slot openings. LPLs run closer to the same ranges and durations, but weigh two tons more per LPL. Meanwhile, HLLs still have similar ranges but much longer durations, they produce more heat but also more damage, and are only 4 tons but fill in more crit slots.

I'm not exactly up with the new meta on clan laser builds... Have to be honest there. But so far, I haven't seen enough of a difference to hurt what builds I have toyed with since the changes. I believe I've still used my Linebacker, with 2 HLLs and 3 ERMLs. My MAD-IIC seems to still be fine with a similar build (one has more ERMLs, the other has LRMs and a larger engine).

I think LPLs are better at the moment, but if you are squeezing ECM into the build as well, you might not be able to fit it in.

It looks to me like you are looking at a Hellbringer. Can get plenty of hard points for energy, as well as ECM. The old meta build for it was HLLs and ERMLs with ECM. Now? Not overly sure. HLLs should still work on the build as far as I know.

(I know my Huntsmen with one LPL and four MPLs still works well... last I checked.)


Sorry if my answers are a bit undefined. I own over 100 mechs... and I do tend to change up what I'm using at any given time. Been loving my Champions as of late, as well as been in my Catapult Butterbee fairly often as of late.

#9165 Riink

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Posted 09 December 2018 - 08:45 AM

I have a question related to ECM: how i know if is working for more target lock time for enemy mechs??? What is counter mode??? And disrupt mode???

Second question,the active probe with ECM question: depend the mode (counter or disrupt) i see an blue eye icon on the middle right of my screen,depend the mode,appear and dissapear. What means that???

And finally,why my tier rank is still 5 if i get more than 2 kills in a match???? (ok only 3 but there are 3) Sometimes when i get the end of tier 4 (a little more for tier 3),it returns to the start of tier 5 and seems that i do not do anything good???? I play MWO since 2013 but a lot of times between months that i do not play this game (i need a better computer for play it) and i always get this problem in my multiple accounts (just testing mechs with the first 25 matches c bills reward)

Edited by Riink, 09 December 2018 - 08:54 AM.


#9166 tutzdes

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Posted 09 December 2018 - 10:01 AM

View PostRiink, on 09 December 2018 - 08:45 AM, said:

I have a question related to ECM: how i know if is working for more target lock time for enemy mechs??? What is counter mode??? And disrupt mode???

Second question,the active probe with ECM question: depend the mode (counter or disrupt) i see an blue eye icon on the middle right of my screen,depend the mode,appear and dissapear. What means that???

Disrupt mode is a default mode of ECM that provides you with an aura that buffs you and nearby (~120 m iirc) allies. The buff (blue eye icon) reduces the range from which the enemy is able to target you (effect is improved by ECM skill nodes in sensors tree - must have for ECM users) and makes missile lock time much slower, if the enemy has no LoS on you (or affected ally).

In addition to that it debuffs the enemies with "low signal" status on radar (same area as that of a buff), which makes affected enemy unable to get missile locks on anyone.

Counter mode turns ECM into kind of active probe, so it will disable one enemy ECM in area of effect but doesn't buff allies or debuffs enemies.

If I'm not mistaken, ECM in disrupt mode disables your own active probe (if present) and doesn't stack with probe when set on counter.

#9167 Riink

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Posted 09 December 2018 - 10:32 AM

View Posttutzdes, on 09 December 2018 - 10:01 AM, said:

Disrupt mode is a default mode of ECM that provides you with an aura that buffs you and nearby (~120 m iirc) allies. The buff (blue eye icon) reduces the range from which the enemy is able to target you (effect is improved by ECM skill nodes in sensors tree - must have for ECM users) and makes missile lock time much slower, if the enemy has no LoS on you (or affected ally).

In addition to that it debuffs the enemies with "low signal" status on radar (same area as that of a buff), which makes affected enemy unable to get missile locks on anyone.

Counter mode turns ECM into kind of active probe, so it will disable one enemy ECM in area of effect but doesn't buff allies or debuffs enemies.

If I'm not mistaken, ECM in disrupt mode disables your own active probe (if present) and doesn't stack with probe when set on counter.

So if i have an ECM in counter mode and an active probe,it disables the effect of the probe of detect enemy shut down mechs???

#9168 TheCaptainJZ

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Posted 09 December 2018 - 11:35 AM

View PostRiink, on 09 December 2018 - 10:32 AM, said:

So if i have an ECM in counter mode and an active probe,it disables the effect of the probe of detect enemy shut down mechs???

I believe that function of the probe still works, but the other effect, disrupting ECM, is non-functional when you have a BAP/CAP installed with ECM on a mech. It's too powerful of a combo to have ECM active and counter one enemy ECM at the same time.

#9169 tutzdes

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Posted 09 December 2018 - 11:49 AM

View PostRiink, on 09 December 2018 - 10:32 AM, said:

So if i have an ECM in counter mode and an active probe,it disables the effect of the probe of detect enemy shut down mechs???

When you install both ECM and BAP, BAP won't be able counter enemy ECM (so even with BAP installed and ECM in counter mode you can only disable one enemy ECM). It should retain other bonuses.

#9170 AureliusDean

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Posted 12 December 2018 - 12:17 PM

What does the -100% external heat transfer do on the Night Gyr? I'm assuming it makes you invisible on heat vision, is that the deal?

#9171 tutzdes

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Posted 12 December 2018 - 12:35 PM

View PostAureliusDean, on 12 December 2018 - 12:17 PM, said:

What does the -100% external heat transfer do on the Night Gyr? I'm assuming it makes you invisible on heat vision, is that the deal?

It just makes you unaffected by map temperature, so you are cooling better than everyone else on hot maps and worse on cold ones. No other effects.

#9172 AureliusDean

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Posted 12 December 2018 - 01:03 PM

Thank you!

#9173 Koniving

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Posted 12 December 2018 - 04:00 PM

View PostAureliusDean, on 12 December 2018 - 01:03 PM, said:

Thank you!

There are two mechs affected by that quirk: The first as you know is the the Night Gyr, which the effect is 100% (this is a nod to the unique form of heatsinks it has in fluff which is an experiment that did not continue for any other mech. With this mech you'll be happy on any hot map while everyone else cries).

The second is the Battlemaster hero Hellslinger, which has the effect at 50%.

#9174 Storm Rider 823

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Posted 12 December 2018 - 05:26 PM

Just curious, I have been a member for many years now, and have the historical XP to prove so. Why is it that I am apparently only a member since 2017? Is this referring to member of the forums, or was the value reset because it had been a while since I played? (by this, I mean that I took about a year long break before coming back) Thank you in advance for the help, not a pressing matter for sure, but something I am wondering at.

#9175 Tesunie

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Posted 12 December 2018 - 05:35 PM

View PostStorm Rider 823, on 12 December 2018 - 05:26 PM, said:

Just curious, I have been a member for many years now, and have the historical XP to prove so. Why is it that I am apparently only a member since 2017? Is this referring to member of the forums, or was the value reset because it had been a while since I played? (by this, I mean that I took about a year long break before coming back) Thank you in advance for the help, not a pressing matter for sure, but something I am wondering at.


The question on your member join date is related to when you first logged onto the forums. If you had never logged onto the forums until 2017, than that is what the forums consider as your "member since" date.

Looking at your post counts, you probably did not log onto the forums until that time with this account.

#9176 Storm Rider 823

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Posted 12 December 2018 - 05:43 PM

View PostTesunie, on 12 December 2018 - 05:35 PM, said:


The question on your member join date is related to when you first logged onto the forums. If you had never logged onto the forums until 2017, than that is what the forums consider as your "member since" date.

Looking at your post counts, you probably did not log onto the forums until that time with this account.


Very true, thank you for clearing it up ^.^

#9177 AureliusDean

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Posted 13 December 2018 - 03:32 AM

Welcome to the forum, Storm Rider!

#9178 Mechwarrior 37

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Posted 13 December 2018 - 05:19 AM

What is a "Scouting Reward"?

#9179 Leone

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Posted 13 December 2018 - 09:12 AM

A reward you get for being the first to target an enemy.

~Leone.

#9180 TheCaptainJZ

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Posted 13 December 2018 - 09:32 AM

To expound a little,
In every match, there are exactly 12 scouting rewards available. The first one on your team to select an enemy is the one that gets the reward. Oftentimes, these are light mechs which are faster and able to do so easier. You have to press R to select a target to count. Seeing the red triangle itself ("dorito") doesn't count.





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