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Consumables


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#1 Moon Master

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Posted 28 February 2015 - 02:18 AM

So I'm not new, but I have never used consumables.

How do I use them?

I don't wanna waste a bunch learning.


For "Air Strike" do I just target, and click? Or do I place it on map?


For "U.A.V." same question. How do I use one?

#2 p4r4g0n

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Posted 28 February 2015 - 02:38 AM

Smoke for Air / Artillery Strike will appear at the point where your reticle is pointing. IIRC, the arm reticle (the circle) is the one that counts.

For UAV, activating it will just launch the UAV right above you, no targeting is necessary.

Summary: For strikes, you aim with your reticle and activate, with the UAV, you need to go to where you want it to be and launch it there.

#3 SethAbercromby

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Posted 28 February 2015 - 03:20 AM

I also want to point out that the deployment range for strikes is unlimited. If you aim at a 'Mech at 2000m, the strike will be deployed right at his feet.

#4 Moon Master

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Posted 28 February 2015 - 03:36 AM

ok cool.

ty for the tips.

#5 Koniving

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Posted 28 February 2015 - 03:39 AM

Target and button press. They go after the 'o' crosshair not the + crosshair.
(Home/end I believe are artillery/airstrikes. Insert is coolshot. Others that activate are pageup/pagedown).

You can only use one in Testing Grounds before having to reload the map.... but you are not charged for using it in the testing grounds.

So you can practice there.

#6 p4r4g0n

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Posted 28 February 2015 - 10:29 PM

View PostKoniving, on 28 February 2015 - 03:39 AM, said:

Target and button press. They go after the 'o' crosshair not the + crosshair.
(Home/end I believe are artillery/airstrikes. Insert is coolshot. Others that activate are pageup/pagedown).

You can only use one in Testing Grounds before having to reload the map.... but you are not charged for using it in the testing grounds.

So you can practice there.


Actually the method of activating strikes, uav and cool shot was changed so there are no longer specific default keys to activate specific consumables.

The current default activation keys are now based on which consumable slot you placed the consumable item in the Modules section when configuring your mech.

Consumable slot 1 (i.e. top slot) = Home
Consumable slot 2 (i.e. bottom slot) = End

#7 Koniving

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Posted 01 March 2015 - 08:37 AM

You have to set those up. For coolshot, sadly, I hammer the keys randomly until it happens. And UAV is either insert or delete.

Which sucks, because there's a fair bit of "which key is it" for me.

#8 Metafox

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Posted 01 March 2015 - 09:43 AM

You can upgrade consumables as a pilot skill under the skills tab, but you'll need GXP which accumulates slowly. When they're upgraded, they'll still cost the same but they'll work better. With air and artillery strikes, there's also a separate set upgrade modules that you can unlock in the skills tab, but they aren't worth it.

If you're new, you probably shouldn't be using consumables. At 40k each, they'll slash your income by 25-50% per match and you can't afford to lose all of that money when you have so many mechs to save up for.

#9 Alaskan Nobody

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Posted 01 March 2015 - 10:34 AM

View PostKoniving, on 01 March 2015 - 08:37 AM, said:

Which sucks, because there's a fair bit of "which key is it" for me.

I reset mine to the 1 and 2 keys.

I use a 4 button mouse - and so I rarely use those for firing weapons
(with groups 5 and 6 being a bit away from there :P)

Easy to remember (consumable 1 and consumable 2 and all)





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