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Question , Questions, Questions?


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#1 Ritter Cuda

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Posted 29 November 2013 - 08:44 PM

been gone over a year just got the game downloaded . played the training then played 3 games two in a tial blackjack then one in my hunchie .so here are my questions
1) gxp is there a way to gain it buy a mc conversion? if so how?
2) joystick mapping when I left it was bad I could not map my stick is it still a waste?
3) is mech repair gone? when I finshed my game in my hunchie it showed no damage and was in ready mode.
4 8v8 and 12 v12 all my games were 12v12 how do you get 8v8 and which is the "real" games?
5) while watching i notice some brought up a zoom square how did the do this
6) has someone compiled a list of must have modules?
7) where can i find the bliping manual
thank you

Edited by Ritter Cuda, 29 November 2013 - 08:46 PM.


#2 White Panther

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Posted 29 November 2013 - 08:54 PM

Welcome to the game

1) You can convert your mech experience into gxp directly using pilot tab (costs mc).
2) No idea about joystick issues
3) mech repair is gone
4) there is no longer 8v8
5) Use the zoom key, you can map the key for yourself in the options tab
6) I would recommend cool shot 9by9, target info gathering, seismic, artillery strike
7) Not sure if there is manual

#3 Lukoi Banacek

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Posted 29 November 2013 - 08:59 PM

View PostWhite Panther, on 29 November 2013 - 08:54 PM, said:

Welcome to the game

1) You can convert your mech experience into gxp directly using pilot tab (costs mc). <--THERE IS NO WAY TO BUY IT OUTRIGHT HOWEVER.
2) No idea about joystick issues
3) mech repair is gone
4) there is no longer 8v8
5) Use the zoom key, you can map the key for yourself in the options tab
6) I would recommend cool shot 9by9, target info gathering, seismic, artillery strike
7) Not sure if there is manual <---THERE IS NO MANUAL


Good stuff by WP, just a couple of additional notes there in all caps.

#4 TheCaptainJZ

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Posted 29 November 2013 - 09:04 PM

5. That would be the advanced zoom module.
6. Opinions would vary widely depending on playstyle and personal preference.
7. There is no manual, as things are still liable to change. What do you want more information on?

Edit: For MXP to GXP conversion, wait for a sale. They have them periodically and then the rate is doubled for your money.

Edit 2: Added 6

Edited by TheCaptainJZ, 29 November 2013 - 09:07 PM.


#5 TercieI

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Posted 29 November 2013 - 09:40 PM

For a beginner (or returner), Wadde's guide (pinned in this section) is excellent.

#6 Johnny Marek Summers

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Posted 29 November 2013 - 10:02 PM

In order to change Mech XP to General XP there are a few things you must have in place.

A. You must own the mech whose Mech XP you are trying to convert.

B. You must have at least all the Basic Pilot skills for that mech unlocked. (not sure if you need all elites too, only converted MXP from my Sarah's Jenner and I had earned my Master slot already)

C. You must have MC.

It should be noted that you are earning MXP on the mech type when using the trial mechs.

For example, when I finally was able to play, the Jenner F champion was a trial mech. I then proceeded to earn enough MXP in order to earn all my basics and all the elites for a Jenner F. However, I was not able to USE any of that MXP until I actually owned a Jenner F. I bought a normal Jenner F, which was okay because Champion mechs are treated the same as the normal (read C-bill bought) equivalent when it comes to the skill tree.

Uhm, as for question 2 about joystick mapping, you really should wait for Koniving. I think he helped Stargeezer earlier.

There have been attempts to make a manual, but as the game is a work in progress anything that gets typed can be made obsolete as soon as there is a significant patch.

#7 Redshift2k5

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Posted 30 November 2013 - 05:14 AM

View PostRitter Cuda, on 29 November 2013 - 08:44 PM, said:

been gone over a year just got the game downloaded . played the training then played 3 games two in a tial blackjack then one in my hunchie .so here are my questions
1) gxp is there a way to gain it buy a mc conversion? if so how?
2) joystick mapping when I left it was bad I could not map my stick is it still a waste?
3) is mech repair gone? when I finshed my game in my hunchie it showed no damage and was in ready mode.
4 8v8 and 12 v12 all my games were 12v12 how do you get 8v8 and which is the "real" games?
5) while watching i notice some brought up a zoom square how did the do this
6) has someone compiled a list of must have modules?
7) where can i find the bliping manual
thank you


GXP conversion requires MC, and you must complete all the basic skills on the mech (so you cannot convert from trial mechs since you can't buy their skills)

Joystick mapping is much improved since then. Full details probably deserve their own thread.

Rearm and Repair has been gone for a long, long time.

All 12 vs 12. Any articles referring to 8 vs 8 are simply out of date.

Unlock, purchase, and equip the Advanced Zoom module.

Modules are often a matter of preference, not fact. Their use depends on your build, playstyle, and budget. Read about them here http://mwo.smurfy-net.de/#module_pilot (mouse over the module name for an info popup)

Technically this is the manual. I highly recommend bookmarking Smurfy's mechlab and the MWO wiki doesn't hurt either.

If you have further questions feel free to ask.

#8 Koniving

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Posted 30 November 2013 - 06:23 AM

For number 3 asked here, I reference this from ATD 49.

View PostmiSs, on 18 October 2013 - 10:33 AM, said:

1) Question from Jman5: Salvage has always played an important role in the Battletech universe and Mechwarrior games. Yet, in Mechwarrior Online it almost seems like an afterthought. Is there any plan on expanding the role and function of salvage to make it more interesting?

Answer from Paul: Not that salvage is off the table, but it is on hold at the moment. We have had numerous talks on what we could do with salvage but we are currently focused on the big rewarding features such as Community Warfare and UI 2.0. Once those are out the door, we can allocate more design time and team resources to features such as salvage. Even the thought of rearm/repair has not been axed but put on hold. We are striving to round out the experience of MWO but as I said, we’re focusing on the big fish at the moment.


Repair and rearm has been removed for quite some time (mainly because it charged the heck out of new players and losing players always wound up with serious debt, not to mention all the 'free' ammo opened the system up to serious abuse).

The economy has been put to a low. Can't say all time low because there was a week in which earnings were lower than this combined with steep repair and rearm... that was an awful week. Anyway, there's a system coming into play with Community Warfare called "Loyalty Points." With this, you're supposed to earn "Ranks" within a faction, which then increase your pay grade when you are performing missions with that faction. This means your earnings thusly would increase. (Mercs work a bit differently and it was very poorly explained other than "the leader decides how you get paid"....o.O )

Undoubtedly repair and rearm will have some role in offsetting the increased income of higher rank pay-grades and be used (at least logically) as some sort of soft tier system (you earn this much, you could throw on this equipment just fine, but..eh.. you'd take a cut into your net profits but you could throw on this better equipment for a bit of an edge. But that assault mech meta rig at your paygrade? Victory + awesome score + lost some equipment + repairs + rearm = debt.)

It's likely that repair and rearm, if it does return, will return around when Community Warfare has had at least a steady month. This of course is speculation, it could easily take several months or arrive much sooner, or not at all.

Honestly I would like repair and rearm to return, as without it the LB-10x will never get its ammunition selector to fire AC/10 rounds at -1 heat, -1 ton and -1 slot. It'd be offset by the LB's LostTech/RareTech repair if it is destroyed.

Edited by Koniving, 30 November 2013 - 06:29 AM.


#9 Redshift2k5

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Posted 30 November 2013 - 06:38 AM

Repair Rearm that scales with how costly your equipment/upgrades are sounds much more equitable. Speculation and theory-crafting are not exactly answers to the questions at hand, however.

#10 Koniving

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Posted 30 November 2013 - 07:10 AM

True. But with the questions readily answered I figured I'd follow up with "it isn't totally gone as many have thought, so in the likely event that it does return be prepared for it."

For some time I saved up in anticipation of it... and when it seemed guaranteed to never return I spent everything and I'm always broke. Now it's been mentioned as 'on hold' and 'on the table'. Thus, I'm working towards saving up again as I'm certain the reiteration will have its ups and downs too.

Besides, I've got 79 mechs, 80 mechbays, and come December I'll have 85 mechs and 86 mechbays. So I don't really need to go digging up more mechs. The CTF 3D, Atlas DDC, Quickdraw 5K, Orions M and VA, Victor 9K, Highlanders 732 and 733C, TBT 3C, Kintaros 18 and 19 can all wait.

Wow, there's really only 11 mechs I don't own or haven't had before.

#11 Ritter Cuda

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Posted 30 November 2013 - 08:33 AM

ok thanks for the info. still don't know how I feel on the loss of repair and rearm. It was one of the things I really liked it made it more real. but it is is what it is. next question

8) Is there a list of default controls and keystrokes?
I know how to find the set keystrokes but when programing a stick it is nice to have a list to work from

9) pilot modules this was just starting when i left you could learn 2 now there is a bunch. when you spend the Gxp on one like advance zoom which mechs can that be used on? (given you have a slot)

10) is there a list of mechs and there pilot module slots ? I have open the lnk you posted here and it is great for weapons and hs and those things but I could not find the pilot modules listing I know my hunchie has 2 but what do the others have?

Edited by Ritter Cuda, 30 November 2013 - 08:43 AM.


#12 Redshift2k5

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Posted 30 November 2013 - 08:50 AM

If you had followed my links you would have this info.

HUD & keyboard guide from the mwomercs knowledge base http://mwomercs.com/...ic-controls-hud

All mechs can use any module, but each mech has a limited number of slots.

This links straight to the module list http://mwo.smurfy-net.de/#module_pilot 360 target retention is the first module in the list.

The number of module slots is listed in smurfy's table under the column labeled "MS". http://mwo.smurfy-net.de/

#13 Tyr Gunn

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Posted 30 November 2013 - 08:59 AM

I had banged out a few replies to help clarify, but Redshift reposted.

Smurfy's is also great for doing the bulk of R&D on a mech design without spending millions of CBills in the process. This will save you time, money, and frustration. After you have a really great "on paper" design, you can build it out and start field testing.

This might be more useful than a buried list however, so I'll post the image you're looking for regarding command list:

Posted Image


Welcome back to MWO! See you on the field.

#14 TheCaptainJZ

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Posted 30 November 2013 - 09:24 AM

There are some errors on that image. Spacebar is jump jets and C is center torso to legs and V is adv zoom module activation

edit:
Also a very new change is that mouse 1 is defaultly assigned to fire group one, not selected group. fire selected group is not defaultly assigned at all.

Edited by TheCaptainJZ, 30 November 2013 - 09:26 AM.


#15 Ritter Cuda

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Posted 30 November 2013 - 12:36 PM

thank you for your help
I see some of the management problems we had in closed beta are still here.
sigh
there really is not a reason for no manual. yes the game is changing but with each patch the manual could be replaced. the game has been out of open beta for over a year IIRC these are the sort of thing that keep players away . Well I will give it a try for a bit and if it not right I'll move on again.





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