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Save Mwo. The Best Game Ever Made.


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#201 Mycrus

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Posted 03 December 2015 - 08:39 AM

View PostEnvisage, on 03 December 2015 - 08:35 AM, said:

Sorry was in a game.

Kill the ECM lol. Was that even a question.

ECM counters are.

Death lol, BAP/CAP, NARC, TAG, and counter ECM

I wasn't aware that UAV actually fully canceled ECM as far as lock on times go?

View PostEnvisage, on 03 December 2015 - 08:35 AM, said:

Sorry was in a game.

Kill the ECM lol. Was that even a question.

ECM counters are.

Death lol, BAP/CAP, NARC, TAG, and counter ECM

I wasn't aware that UAV actually fully canceled ECM as far as lock on times go?


le sigh... mr. game mechanics... le sigh..

not even close this time...

there is a golden 20m sweet spot where even NORMAL radar can lock-on ECM...

again iirc.. it is 180m to 200m... that tiny sliver..

mounting Advanced Sensor Module increases that to 180m to 250m...

so you can lock-on to an ECM mech... with no counters, by just being in that sweet spot...

ughh... this just proves that you know nothing jon snow.



#202 KHETTI

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Posted 03 December 2015 - 08:40 AM

View PostEnvisage, on 03 December 2015 - 08:38 AM, said:

range?

nope

#203 Mycrus

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Posted 03 December 2015 - 08:40 AM

View PostEnvisage, on 03 December 2015 - 08:38 AM, said:

range?


no silly, I said PPC already... PPC cancels out ECM.

#204 RunWithRandoms

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Posted 03 December 2015 - 08:42 AM

2 out of 100. come back with 4 more to prove your point tomorrow after you sleep Mycrus :-)

#205 Mystere

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Posted 03 December 2015 - 08:42 AM

View PostEnvisage, on 03 December 2015 - 08:17 AM, said:

Mystere. I've never EVER done a 1 v 1, as this is a team game. I consider it a bit like asking for a 1 v 1 in CS:GO... it's the last resort of the loser. My skills lay particularly in team play, but I guess I can 1 v 1.

How does it work? Set a weight class and load lobby and just hunt each other?

Even in MMO's I'm not a dualist, I'm a PVP leader.


You can set up custom N vs. M fights in private matches. All it takes is 1 person on each team having active premium time. It's the only way you can set up a custom batchall in MWO.

#206 sycocys

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Posted 03 December 2015 - 08:43 AM

View PostEnvisage, on 03 December 2015 - 08:13 AM, said:

sycocys


I'm open to you explaining why a hard limit has any effect on a players decision making process. Engine crit mechanics don't work in the game. You can shoot small pulse lasers 1000 times with a class 7 targeting computer and never crit the engine out. although you can crit ammo and other components easily enough.

I wouldn't even know what to google in order to try to understand what importance you place on this hard cap. Being cryptic about it doesn't prove a point either.

To sum it up shortly - the restricted engines were put into place because we had 120+ kph hunchbacks that were untouchable machines of death.

Similar reason to why Jenners have their cap - iirc correctly they were pushing close to 200kph and teleporting all over the map.

Speaking of lights teleporting - that's why we have hit state rewind. Also why you have to lead your target with lasers if you have a bad ping.

This is just a small excerpt of the core mechanics that you missed out on being here only a few weeks, and would have no idea to tell people they need to learn to lead targets at different rates based on differing pings, if you don't do a little research into the mechanics at play and what is playing a factor into them.

It all plays into the current mechanics of the game and is important to understand how/why things are as they currently are if you are planning on being a guy trying to teach new players to excell at this game.

Other things you will need to look into on your own so you can explain the current game, you really need to know why things are the way they are -
SRM + splash damage
LRM armageddon *seriously if nothing else you have to search on this
ECM - announcement (important to know for players joining to understand PGI's tech implementation process), PTS3 (the one prior to the last), and gauge that against current. All very important things to know if you are introducing players to the game.
Information Warfare - Why? Because at some point in the future, possibly near, this is going to be implemented.
Clan Wave 1 - I was on vacation, but read about it. Another good source about PGI bringing new tech to the game.

#207 KHETTI

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Posted 03 December 2015 - 08:44 AM

OooooH! did someone issue a Batchall?.

#208 Mycrus

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Posted 03 December 2015 - 08:45 AM

View PostEnvisage, on 03 December 2015 - 08:42 AM, said:

2 out of 100. come back with 4 more to prove your point tomorrow after you sleep Mycrus :-)


I must admit though that you have made the brown sea a more interesting place tonight...

here, parting shot...

How do you make SSRMs lock-on faster?

and i'm not talking TAG or NARC or any of that ****



#209 LORD ORION

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Posted 03 December 2015 - 08:49 AM

View PostEnvisage, on 02 December 2015 - 04:16 PM, said:

I cant wait to tier grind up to 1.


Some more things you'll get about this with more MWO experience.

Tier means nothing.
Alot of T2 players have proven it is easy for them to reach T1 on an alt account in a few weeks.
Why?
1) Only recently has damage been taken into account for raising or lowering a pilot's rating. Although this is a better representation of skill, it really doesn't mean anything for unit play.
2) Alot of "less than T1" pilots are carrying an excessive amount of games when a pilot's rating was based only on win/loss through ELO. An exmaple: A T2 who plays 12 mans with 5000 games is not at the same level as a solo queue dropper with 250 games also in T2. Sure these "less than T1s" will get to T1 eventually in the new system, in about 2 years. Sometimes a win doesn't even move the Tier bar 1 pixel because they have so many games.
3) Playing together regularly as a 12 man with the same drop commander and team mates does ALOT to boost overall strength of a 12 man game. This cannot be represented by any skill rating.
eg: Drop 2 of the best units as a 6+6 split team. They will not be nearly as good because they have a completely different frame of reference for what is unspoken but expected, and what calls from the drop commander actually mean.

#210 RunWithRandoms

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Posted 03 December 2015 - 08:49 AM

How do you make SRM's lock on faster. Usually I center my cross hair directly on the CT for best results. Lingering to the side seems to slow it down dramatically.

I'm not sure I have observed a range element. Though I wouldn't exclude it per sey.

#211 KHETTI

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Posted 03 December 2015 - 08:51 AM

Hint, its an upgrade

#212 TheSilken

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Posted 03 December 2015 - 08:52 AM

View PostEnvisage, on 03 December 2015 - 08:49 AM, said:

How do you make SRM's lock on faster. Usually I center my cross hair directly on the CT for best results. Lingering to the side seems to slow it down dramatically.

I'm not sure I have observed a range element. Though I wouldn't exclude it per sey.

SRMs have no lock on. Streak SRMs (SSRMs) have lock on. To speed it up use TAG.

#213 RunWithRandoms

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Posted 03 December 2015 - 08:54 AM

sycocys, I've found the servers to have little to no packet loss, the pings from australia are atrocious yet if I aim at the CT with small pulse, and maintain it on the move, the CT takes all the damage. I've not encountered a ping issue in this game except on european servers.

He said no tag etc, and the streak is assumed.

If it's a ranged element, then the module to extend range works to do that I assume.

Which if so is quite cool.

#214 Mycrus

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Posted 03 December 2015 - 08:55 AM

View PostEnvisage, on 03 December 2015 - 08:49 AM, said:

How do you make SRM's lock on faster. Usually I center my cross hair directly on the CT for best resu
lts. Lingering to the side seems to slow it down dramatically.

I'm not sure I have observed a range element. Though I wouldn't exclude it per sey.


Make that 3..

Artemis when equipped makes SSRMs lock on faster...

With no penalty whatsover...

Its a bug all the way back from closed beta...

Good night Jon Snow.

#215 KHETTI

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Posted 03 December 2015 - 08:55 AM

Mycrus got there first, i thought this "bug" was commonly known

Edited by KHETTI, 03 December 2015 - 08:56 AM.


#216 RunWithRandoms

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Posted 03 December 2015 - 08:55 AM

3 to go mate. ;-)

#217 Mycrus

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Posted 03 December 2015 - 08:58 AM

View PostEnvisage, on 03 December 2015 - 08:55 AM, said:

3 to go mate. ;-)


Ill give you an easy one.. so you don't stop playing this new forum game (btw, i likes it)

Max effective range of lasers & ballistics plox.

#218 Mycrus

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Posted 03 December 2015 - 09:03 AM

Common this is easy peasy... even a pug knows this...

#219 TheSilken

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Posted 03 December 2015 - 09:09 AM

You could ask about Ghost Heat and or Ballistic Velocity

#220 P00rDecisions

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Posted 03 December 2015 - 09:10 AM

View PostMycrus, on 03 December 2015 - 08:40 AM, said:

no silly, I said PPC already... PPC cancels out ECM.


Only for a second or two.





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