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#9981 w0qj

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Posted 30 June 2022 - 07:45 AM

You always fight 1vs1 in MWO; even an Assault mech facing several enemies alone would die in seconds...

That said, DWF is actually a little fragile for Assault mech, and the key to DWF is to have overwhelming firepower so that even enemy Assault mechs shrink away from you. That's how you preserve your DWF armor.
eg: 2xUAC10 + 3xUAC5
eg: UAC20 + 2xUAC10 + 2xUAC5 (courtesy of DATA's Delete Mech) ==> very limited ammo again!

With DWF with 6xAC5:
~Can only fire Clan 4xAC5 without Ghost Heat penalty
~Firing two groups of 3xAC5 is anemic for DWF; it's almost like equipping DWF with only 3xUAC5 (!)
~Eating the Ghost Heat, firing Clan 6xAC5 is a little hot, but more importantly enemy Assaults laugh off such damage, continue to fire at DWF, and DWF's relatively thin armor gets shredded very quickly.

Compare with IS Annihilator ANH-2A with 6xAC5: (warning: very limited ammo, very limited QP career!)
~Can only fire IS 5xAC5 without Ghost Heat penalty
~Eating the Ghost Heat, firing Clan 6xAC5 is a little hot, but more importantly even enemy Assaults shrink away in 1vs1 fights.
~ANH-2A also has amazing armor/structure for extended face time!

In the end, my ANH-2A with 6xAC5 is one of my favorite mechs, very limited ammo, but it's fun as **** seeing enemy Assaults shrink away!

My DWF uses over-the-top builds to preserve its armor, like 2xUAC10 + 3xUAC5, or 2xAC20 + 2xAC10,
or 2xLBX20 + 2xLBX10, etc. Posted Image


View PostTruMantas, on 30 June 2022 - 03:08 AM, said:

So, I tried a 6x cAC5 Dire Whale build... but it didn't feel good. On paper, cAC5s have great range, just under twice the cooldown of cAC2s for 2.5 the damage, and are light and small enough for a Dire Wolf to boat 6 of them. Should in theory be a good substitude for a UV, but it didnt quite click for me. Am I missing something?


View PostScrapIron Prime, on 30 June 2022 - 07:19 AM, said:

Not surprising, everyone has their own sweet spot when it comes to armament. That particular build puts 30 points of damage downrange every 1.25 seconds or so. That will work over one target really well, but you need a bit of face time with them, and that invites return fire from his friends where you're not able to torso twist often to spread damage.

I think the key to playing that build well is to know when you've overstayed your welcome. When your target's friends start firing back, snap a shot or two their direction to make them duck and then you break line of sight. ...

Edited by w0qj, 30 June 2022 - 07:47 AM.


#9982 Void Angel

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Posted 30 June 2022 - 10:55 AM

View PostTruMantas, on 30 June 2022 - 03:08 AM, said:

So, I tried a 6x cAC5 Dire Whale build... but it didn't feel good. On paper, cAC5s have great range, just under twice the cooldown of cAC2s for 2.5 the damage, and are light and small enough for a Dire Wolf to boat 6 of them. Should in theory be a good substitude for a UV, but it didnt quite click for me. Am I missing something?


A word about the guns you're using: the cAC series was originally designed to be a stop-gap alternative to the cLB-X. The LB-X in-universe is supposed to be able to switch between shotgun and normal rounds, but PGI never was able to get it to work in CryEngine. While they tried, people were complaining at them about wanting the capability, so they put in the "cAC" series so that players who really wanted to do it could mount what was effectively an LB-X firing like a standard AC. Nobody used them - their stats were objectively worse than an Ultra Autocannon of the same rating.

This is why your cAC build isn't going anywhere - the weapons you're using are objectively inferior. It's probably best to mix different ratings of AC in order to avoid the heat scale penalties, but even switching over to UACs with the same build will dramatically increase your performance.

#9983 Tazer Face

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Posted 04 July 2022 - 11:17 AM

Seeing the same problems with snub nosed PPCs as with LPPCs. Especially against the Crusaders

#9984 Tazer Face

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Posted 05 July 2022 - 01:19 PM

another day, another crusader not taking any damage from snub nose PPCs


Has the hit reg in this game always been this bad?

#9985 ScrapIron Prime

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Posted 05 July 2022 - 03:08 PM

It’s not the Crusaders, it’s hit reg. There are ways to exploit it, but they’re not reliable or consistent.

So… if you’re seeing this a lot… how’s your ping? How’s your frames per second?

#9986 Tazer Face

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Posted 05 July 2022 - 03:19 PM

View PostScrapIron Prime, on 05 July 2022 - 03:08 PM, said:

It’s not the Crusaders, it’s hit reg. There are ways to exploit it, but they’re not reliable or consistent.

So… if you’re seeing this a lot… how’s your ping? How’s your frames per second?

ping around 95 NA Frames are around 100

it just seems that the Crusaders can get shot over and over and over in the same torso, and nothing happens. Have had it happen in several matches now.

Its not just limited to Crusaders though. watched many LPPCs and Snubs pass through the torso of Awesomes and impact on terrain directly behind it. or shoot a deep red component of an enemy and have nothing happen to it, even when the reticle turns red indicating a hit.

other matches its like my shots do double damage and mechs just melt. Nothing really different is happening in those matches either. mechs aren't twisting any less then in the matches where my weapons aren't doing any damage.

#9987 Tesunie

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Posted 05 July 2022 - 04:45 PM

View PostScrapIron Prime, on 05 July 2022 - 03:08 PM, said:

It’s not the Crusaders, it’s hit reg. There are ways to exploit it, but they’re not reliable or consistent.

So… if you’re seeing this a lot… how’s your ping? How’s your frames per second?


Don't forget, how is your opponent's ping? How many dropped packets are you experiencing? How many for your target? Is your ping stable (even if high)? Is your target's ping stable?

MW:O does not like ping that fluctuates by any real amount. A ping that bounces around will cause more problems, even if low, than a stable ping, even if that is high.

View PostTazer Face, on 05 July 2022 - 03:19 PM, said:



#9988 TheCaptainJZ

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Posted 06 July 2022 - 12:52 PM

Yes, stable ping--for all players--below 500 ms is ideal. Above 500 ms, the Host State Rewind (HSR or lag compensation system) doesn't work. It will calculate if your shot should count by rewinding all mechs and weapons fire back to the moment you pulled the trigger to determine if you should hit based on what you should have seen on your screen at that time. It's not a perfect system by any means but usually works well enough.
That said, there have been reported instances where a mech's hitboxes were bugged--Holes in meshes or collision not assigned to the right component.

#9989 Tazer Face

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Posted 06 July 2022 - 03:39 PM

View PostTesunie, on 05 July 2022 - 04:45 PM, said:

Don't forget, how is your opponent's ping? How many dropped packets are you experiencing? How many for your target? Is your ping stable (even if high)? Is your target's ping stable?

MW:O does not like ping that fluctuates by any real amount. A ping that bounces around will cause more problems, even if low, than a stable ping, even if that is high.

What constitutes "a real amount"? My ping is pretty stable around 95.. sometimes it drops to 92, sometimes it jumps to 98...

s far as packet loss goes, I've checked it on ping tests in the past and there was virtually no loss (less than 1 in 1000), but is that really indicative as to what is happening as I'm playing a game? i don't know.

#9990 TheCaptainJZ

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Posted 06 July 2022 - 04:18 PM

View PostTazer Face, on 06 July 2022 - 03:39 PM, said:

What constitutes "a real amount"? My ping is pretty stable around 95.. sometimes it drops to 92, sometimes it jumps to 98...

s far as packet loss goes, I've checked it on ping tests in the past and there was virtually no loss (less than 1 in 1000), but is that really indicative as to what is happening as I'm playing a game? i don't know.

That sounds like a stable connection to me. But the other player is an unknown factor here.

#9991 Vomton

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Posted 08 July 2022 - 09:22 AM

Is there a way to set up shortcuts, MW5 style? Would make life much easier.

#9992 Horseman

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Posted 08 July 2022 - 05:09 PM

View PostVomton, on 08 July 2022 - 09:22 AM, said:

Is there a way to set up shortcuts, MW5 style? Would make life much easier.

Not every one of us plays MW5. Can you explain what you're looking for in a little more detail?

#9993 Vomton

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Posted 09 July 2022 - 08:13 AM

View PostHorseman, on 08 July 2022 - 05:09 PM, said:

Not every one of us plays MW5. Can you explain what you're looking for in a little more detail?


Short cuts like shift+left click for consumables.

#9994 ScrapIron Prime

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Posted 09 July 2022 - 09:47 AM

View PostVomton, on 09 July 2022 - 08:13 AM, said:

Short cuts like shift+left click for consumables.


Ah, no. MWO doesn't map key plus mouse click combos. You can map the mouse buttons to something and the keys to something, but there are no combos. Go into the Settings in the game and you'll see your options there.

#9995 ExoForce

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Posted 15 July 2022 - 03:39 AM

View PostVomton, on 09 July 2022 - 08:13 AM, said:

Short cuts like shift+left click for consumables.


Use AHK to map a combo to a key in settings

#9996 Robaxacet

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Posted 22 July 2022 - 07:25 AM

Why are Snubs so popular all of a sudden? Did they change the stats or something?

#9997 martian

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Posted 22 July 2022 - 07:37 AM

View PostRobaxacet, on 22 July 2022 - 07:25 AM, said:

Why are Snubs so popular all of a sudden? Did they change the stats or something?



Yes, they did:

PGI said:

Snub Nose PPC:
  • Increased pinpoint damage to 10 (from 8.5)
  • Increased damage to each adjacent component to 2.5 (from 1.5) (aka., 2.5 + 10 + 2.5)
  • Reduced minimum heat penalty limit to 3 (from 4)
Now they do more pinpoint damage, more splash damage and some 'Mechs are specially quirked to boat them.

Essentially, on some 'Mechs they are much better than AC-20, since they do almost as much damage total, do splash damage, do not run out of ammo, need no explosive ammo, and fit on many 'Mechs quite easily (even when boated).

Oh, and a pair of SnPPCs is lighter than one AC-20.

Edited by martian, 22 July 2022 - 07:47 AM.


#9998 w0qj

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Posted 22 July 2022 - 07:46 AM

Major changes to Snub Nose PPC as per June 2022 patch!
https://mwomercs.com...2610-21june2022
https://mwomercs.com...auldron-changes

Essentially any IS mech (especially most Light mechs) with 2x energy hardpoints can field 2xSNPPC.

In fact, any mech with -10% heat or -15% heat can just eat the Ghost Heat penalty, and fire 3xSNPPC at once!
Even 35ton IS Light mechs can field 3xSNPPC.

I personally feel the Snub Nose PPC Ghost Heat penalty should be significantly increased.

Example:
https://mwomercs.com/forums/topic/283408-vulcan-5s-snub-abuse/page__pid__6467241


View PostRobaxacet, on 22 July 2022 - 07:25 AM, said:

Why are Snubs so popular all of a sudden? Did they change the stats or something?

Edited by w0qj, 22 July 2022 - 08:06 AM.


#9999 Duke Falcon

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Posted 22 July 2022 - 10:09 AM

Why do people shot already disabled mechs? I witnessed many times that other shoot into destroyed mechs... Does it worth something or just a sign of certain dishonour?

#10000 martian

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Posted 22 July 2022 - 10:18 AM

View PostDuke Falcon, on 22 July 2022 - 10:09 AM, said:

Why do people shot already disabled mechs? I witnessed many times that other shoot into destroyed mechs... Does it worth something or just a sign of certain dishonour?

Sometimes you can not be sure if such 'Mech is really dead or merely disabled.

There are situations when enemy 'Mech shuts down because of the side torso loss heat spike, but it is technically still alive and will power up later. So it is better to destroy it, while you can.

And of course, sometimes enemy pilots shut down their 'Mechs deliberately.





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