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#9521 martian

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Posted 25 April 2021 - 04:59 AM

View PostSpeedy Plysitkos, on 25 April 2021 - 04:17 AM, said:

I just noticed, that Crab-20 has 5 more additional (faster) engines then other crab variants. Nothing in description or quirks about it.
How is that possible ?

In theory the max engine cap should be 325. However, it has only 5 hardpoints AND can be equipped with only 1 AMS AND requires the highest investment (standard armor, standard engine, standard cooling system). So I would say that PGI edited its max engine rating by hand. PGI does that to motivate customers, from time to time.

#9522 Tesunie

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Posted 25 April 2021 - 05:28 AM

View PostSpeedy Plysitkos, on 25 April 2021 - 04:17 AM, said:

I just noticed, that Crab-20 has 5 more additional (faster) engines then other crab variants. Nothing in description or quirks about it.
How is that possible ?


PGI sometimes makes mech variants have different engine caps to help provide extra variety between similar variants. Seen as Crabs are basically all energy boats, they gave the Crab 20 a higher engine cap, compared to additional hard points. Most of the other Crab variants got additional hard points, such as the 27 having additional AMS and the 27B having additional energy slots.

#9523 Speedy Plysitkos

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Posted 25 April 2021 - 06:47 AM

chm, interesting. thx.

#9524 Speedy Plysitkos

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Posted 25 April 2021 - 01:40 PM

If I understand it right:

IS AC20 = 1 shot
IS UAC20 = 3 shots with chance of repeating it before cooldown
Clan AC20 = 4 shots
Clan UAC20 = 4 shots with chance of repeating it before cooldown

Is that correct ?

#9525 Leone

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Posted 26 April 2021 - 12:40 AM

Okay, so yes to IS AC20s, 1 shot 20 damage. However, Uac20s I'd consider it more, 3 shots at 6 and two thirds damage each, double-tap capable, with chance to jam. Once you've fired your second burst you still gotta wait for the cooldown, and it's completely possible to never jam if you never double tap. Just, kinda, you know, loses out on dps if you do that.

Same with Clan Ultra Acs, four shots at 5 damage each.

The one difference is Clan ACs have been changed last balance pass to three shots at 6 and two thirds each.

~Leone.

Edited by Leone, 26 April 2021 - 12:47 AM.


#9526 Speedy Plysitkos

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Posted 26 April 2021 - 08:12 AM

Ok.

now how Tier counting works.
- If you are in winning team, can you loose tier rating ?
- If you are in loosing team, you can still gain. On what is it dependable ? On damage/kill assist or only on which position you end up in your loosing team ?

#9527 Gagis

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Posted 26 April 2021 - 09:18 AM

View PostSpeedy Plysitkos, on 26 April 2021 - 08:12 AM, said:

Ok.

now how Tier counting works.
- If you are in winning team, can you loose tier rating ?
- If you are in loosing team, you can still gain. On what is it dependable ? On damage/kill assist or only on which position you end up in your loosing team ?

it depends primarily on match score which depends primarily on damage, but there is a contribution from winning and losing too. You can go down on a win and gain on a loss, though those are less likely.

the system is zero-sum with losses and gains between players in a match adding up to 0, so it also depends on how your performance compares to rest of the 23 players.

Edited by Gagis, 26 April 2021 - 09:19 AM.


#9528 martian

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Posted 26 April 2021 - 09:34 AM

View PostSpeedy Plysitkos, on 26 April 2021 - 08:12 AM, said:

now how Tier counting works.

Read this post, please: Psr Community Version 1.0

View PostSpeedy Plysitkos, on 26 April 2021 - 08:12 AM, said:

- If you are in winning team, can you loose tier rating ?

Yes, you can.

View PostSpeedy Plysitkos, on 26 April 2021 - 08:12 AM, said:

- If you are in loosing team, you can still gain.

Yes, you can.

View PostSpeedy Plysitkos, on 26 April 2021 - 08:12 AM, said:

On what is it dependable ? On damage/kill assist or only on which position you end up in your loosing team ?

Essentially, your PSR movement depends on your Match Score. However, not on your Match Score alone. Your Match Score is compared with the Match Score of all 24 players, with bonus points added for members of the winning team. So even though kills and assist are important for your Match Score, there are other actions that boost your MS. For example, well-piloted Light 'Mechs can achieve a good MS too, although they do not rack so many kills. Flanking, spotting, contering enemy ECM, etc.

#9529 Speedy Plysitkos

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Posted 26 April 2021 - 09:53 AM

So its not like, first 3 players in loosing team get +, ok.

Sometimes i dont understand the score if game is lost. For ex, I made 623 damage, still it was only =.
:(

#9530 martian

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Posted 26 April 2021 - 09:59 AM

View PostSpeedy Plysitkos, on 26 April 2021 - 09:53 AM, said:

So its not like, first 3 players in loosing team get +, ok.

Usually, I am too lazy to do the maths, but sometimes you can be the only player of the defeated team to get the green arrow or the "=" sign, sometimes three or four best defeated players get the green arrow.

The rule of thumb says that the two best players of the defeated team get the green arrow.

View PostSpeedy Plysitkos, on 26 April 2021 - 09:53 AM, said:

Sometimes i dont understand the score if game is lost. For ex, I made 623 damage, still it was only =.
Posted Image

I know that feeling. Posted Image

#9531 Akira Ward

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Posted 26 April 2021 - 11:45 AM

I just experienced that feeling... and it was just straight (dmg done/spotted enemy/dmg taken/...).
And i just love they way this game is rewarding teamplay (reagardless if it works without or with voice) is amazing.

Of course, i'm still new to MWO, but i still like. Not love ^^' thats what MW4 +AddOns +Clanplay made real fo me.

See you on the battlefield. ;)

#9532 martian

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Posted 26 April 2021 - 11:49 AM

View PostAkira Ward, on 26 April 2021 - 11:45 AM, said:

I just experienced that feeling... and it was just straight (dmg done/spotted enemy/dmg taken/...).
And i just love they way this game is rewarding teamplay (reagardless if it works without or with voice) is amazing.

Of course, i'm still new to MWO, but i still like. Not love ^^' thats what MW4 +AddOns +Clanplay made real fo me.

See you on the battlefield. Posted Image


Good luck!

#9533 Akira Ward

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Posted 26 April 2021 - 12:10 PM

yeah. Still be another level with a full team. But what's keeping people to form those?

Seeing so far, the game is supporting pretty much of this (by now)...

@martian: thank's, and also good hunt to ya

Edited by Akira Ward, 26 April 2021 - 12:17 PM.


#9534 TheCaptainJZ

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Posted 26 April 2021 - 02:28 PM

Regarding the speed cap, traditionally, it was set per variant based on the stock engine. In the Centurions for example, one of the original 3 variants (Is it the D?) came with a higher XL engine so PGI extended the engine cap on that variant, though if you did put the max engine in that one, you'd barely have room for any weapons.

#9535 Horseman

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Posted 26 April 2021 - 09:57 PM

View PostSpeedy Plysitkos, on 25 April 2021 - 04:17 AM, said:

I just noticed, that Crab-20 has 5 more additional (faster) engines then other crab variants. Nothing in description or quirks about it.
How is that possible ?
Mech variants can have different engine caps and mobility parameters without specifying that in quirks. Compare Bushwacker X2 to the other Bushwacker variants and you'll see it has substantially increased turn and twist rates.

View PostAkira Ward, on 26 April 2021 - 12:10 PM, said:

yeah. Still be another level with a full team. But what's keeping people to form those?

Quick Play only permits 2 to 4 player groups. Bigger groups can be used in private lobbies (perhaps look into the competitive scene, it's a far more organized experience) or in Faction Play

#9536 Speedy Plysitkos

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Posted 26 April 2021 - 10:43 PM

Atlas D-DC:
For pure damage are better SRM6 or MRM missiles ?

#9537 martian

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Posted 26 April 2021 - 11:01 PM

View PostSpeedy Plysitkos, on 26 April 2021 - 10:43 PM, said:

Atlas D-DC:
For pure damage are better SRM6 or MRM missiles ?

Well, that's a question. Posted Image

Generally speaking, SRMs deliver more concentrated punch. Thus, it is easier to target for example damaged sections of enemy 'Mechs and kill them faster. However, they have a short range.

On the other hand, MRMs fire in chain, so usually you spread the damage across the enemy 'Mech. The great advantage of MRM is their longer range: Atlas is usually quite slow, so MRMs give you the opportunity to damage enemy 'Mechs that would be out of range of your SRMs.

Really, it depends on the exact build of your Atlas and your playstyle. I have seen some Atlas builds with MRMs and they did a lots of inaccurate damage. However, some other builds were strong in the short range with their concentrated barrages of SRMs (on top of other weapons, of course).

One more thing: SRM-6s are quite inaccurate, so it is usually better to equip them with Artemis IV Fire Control System, unless you really want that wide spread of missiles. However, Artemis IV FCS adds weight. SRM-2 and SRM-4 are good even without Artemis IV FCS.

#9538 Gagis

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Posted 26 April 2021 - 11:59 PM

SRM have classically been better if your mech has 4 missile hardpoints for 4ASRM6, but MRM got a slight buff in the latest patch which may help them a bit. The D-DC has 3 missile hardpoints which makes it a tricky choice.

I'd probably try to make room for 2LB10 + 3ASRM6

Edited by Gagis, 27 April 2021 - 12:00 AM.


#9539 Speedy Plysitkos

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Posted 27 April 2021 - 02:10 AM

Ok, building 2 atlases now.......

Um, do I remember it wrong, that back in 2016 SRM have lock-on ? ........

#9540 martian

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Posted 27 April 2021 - 02:13 AM

View PostSpeedy Plysitkos, on 27 April 2021 - 02:10 AM, said:

Ok, building 2 atlases now.......

Have fun!

View PostSpeedy Plysitkos, on 27 April 2021 - 02:10 AM, said:

Um, do I remember it wrong, that back in 2016 SRM have lock-on ? ........

SRMs did not have lock-on in 2016.





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