Jump to content

- - - - -

What Is The Difference Between...


25 replies to this topic

#1 Washcloth Repairman

    Member

  • PipPip
  • Bridesmaid
  • 25 posts

Posted 30 March 2016 - 12:17 PM

C-ER PPC and ER PPC?

I bought a Champion level mech with C-ER PPC, but now I can't put those weapons on any other mechs.

#2 Darkspart3n

    Member

  • PipPip
  • Ace Of Spades
  • Ace Of Spades
  • 41 posts
  • LocationThe Outer Rim

Posted 30 March 2016 - 12:24 PM

C-ER PPC stands for Clan-Extra Range PPC while ER PPC is just Extra range PPC. Clan weapons (any weapon with a C- in front of it) can ONLY be used on clan mechs and the same is true for Inner sphere mechs and weapons (these mechs have no special identifier saying that they are inner sphere). You can learn more about the Clans and Inner Sphere houses here https://mwomercs.com...n-play/factions. Lists of all the mechs and their affiliations can be found here http://mwo.smurfy-net.de/ you can use the drop downs near the top that will list Inner Sphere vs Clan for each weight class. Feel free to ask more questions if you have more questions.

~Dark

#3 Husker Dude

    Member

  • PipPipPipPipPipPip
  • Överste-Löjtnant
  • Överste-Löjtnant
  • 319 posts

Posted 30 March 2016 - 12:24 PM

C here denotes Clan technology. Clan and Inner Sphere tech can't be mixed on mechs.

#4 no one

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • 533 posts

Posted 30 March 2016 - 12:26 PM

View PostWashcloth Repairman, on 30 March 2016 - 12:17 PM, said:

C-ER PPC and ER PPC?
I bought a Champion level mech with C-ER PPC, but now I can't put those weapons on any other mechs.


There are two distinct technology groups in MWO; Inner Sphere and Clan. These are the basic opposing factions in MWO. The tech of these factions functions differently, and so Clan weapons and equipment can not be used on IS 'Mechs and vice versa. Clan weapons and equipment is generally prefaced with 'C-'. So your champion's probably a clan 'Mech, and your others are Inner Sphere 'Mechs.

Here's a good reference sheet : http://mwo.smurfy-net.de/equipment

Specific note - C-ErPPCs do 10 direct damage like an IS PPC or erPPC, but also do 5 'splash' damage to adjacent sections of a 'mech.

Edited by no one, 30 March 2016 - 12:41 PM.


#5 Washcloth Repairman

    Member

  • PipPip
  • Bridesmaid
  • 25 posts

Posted 30 March 2016 - 12:36 PM

Thanks all, that clears it up.Posted Image

#6 Washcloth Repairman

    Member

  • PipPip
  • Bridesmaid
  • 25 posts

Posted 30 March 2016 - 01:34 PM

I actually have a few more questions and I don't see any reason to make a second thread.

How exactly are TAGs used? Should I assign them to the same button as my LRMs?

Edited by Washcloth Repairman, 30 March 2016 - 01:45 PM.


#7 Fox With A Shotgun

    Member

  • PipPipPipPipPipPipPipPip
  • Bridesmaid
  • 1,646 posts

Posted 30 March 2016 - 01:47 PM

View PostWashcloth Repairman, on 30 March 2016 - 01:34 PM, said:

I actually have a few more questions and I don't see any reason to make a second thread.

How exactly are TAGs used? Should I assign them to the same button as my LRMs?


You paint a target using a TAG like you would a laser. This target will then be much easier to lock on to using LRMs and Streak SRMs, and your missiles will be more accurate. You should bind it to a different button, as LRMs will only get that benefit if fired AFTER the TAG is on the target.

#8 Washcloth Repairman

    Member

  • PipPip
  • Bridesmaid
  • 25 posts

Posted 30 March 2016 - 01:49 PM

I see, that helps a lot, thank you.

#9 mailin

    Member

  • PipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 2,033 posts
  • LocationWisconsin, USA

Posted 30 March 2016 - 01:52 PM

View PostWashcloth Repairman, on 30 March 2016 - 01:34 PM, said:

I actually have a few more questions and I don't see any reason to make a second thread.

How exactly are TAGs used? Should I assign them to the same button as my LRMs?

No, do not assign it to same button.

TAG takes up an energy slot, but generates no heat. On all of my mechs that have it I have it on a separate weapon group. Fire that weapon group and hold it on the target. The TAG needs to stay on the target for as long as it can to be effective. (I believe there are actually three points along the flight path of lrms where it checks for a lock, tag, narc and artemis.) When the lrms hit is when you will get your tag bonus.

Here's a helpful hint. If you are in a spotter that doesn't want to be seen, move behind the enemy and tag the legs of the enemy closest to you. Also, in this case you will need to press R to lock a target, otherwise your tag is for naught. (Pressing R is something you always want to do anyway.)

#10 Washcloth Repairman

    Member

  • PipPip
  • Bridesmaid
  • 25 posts

Posted 30 March 2016 - 01:56 PM

So an Orion IIG ON1-IIG-A with 4 C-LRM-15 (or LRM-10-ARTEMIS) and 2 C-TAG is a pretty beastly missle boat, or am I doing something that only someone that has been playing for a little over a day would do?

#11 Fox With A Shotgun

    Member

  • PipPipPipPipPipPipPipPip
  • Bridesmaid
  • 1,646 posts

Posted 30 March 2016 - 02:03 PM

View PostWashcloth Repairman, on 30 March 2016 - 01:56 PM, said:

So an Orion IIG ON1-IIG-A with 4 C-LRM-15 (or LRM-10-ARTEMIS) and 2 C-TAG is a pretty beastly missle boat, or am I doing something that only someone that has been playing for a little over a day would do?


TAG does not stack. One TAG is enough.

I would suggest something like ON1-IIC-A. Because you're in a Clan mech, an XL engine does not translate into your mech going boom once a side torso is destroyed. You can afford to go fast with one AND pack a lot more heat. This one lets you move fast, and nail things hard close up, while not being helpless at long range. It IS ammunition dependent, however, though it does have a lot of ammo.

Artemis and TAG stack for extreme LRM accuracy. You can expect every missile to hit with both of these on a C-LRM10. Bigger LRM launchers cause more missiles to miss, and are therefore not very efficient.

Also note that Clan LRM launchers do not behave the same way as Inner Sphere LRMs. They don't have a min range, and they take a flatter flight path. This makes them more suitable for direct fire, but they do have a tendency to hit hills and walls unless you stand well back.

ON1-IIC-A if you ever decide to ditch LRMs and brawl, this thing tends to destroy things up close and personal, very quickly.

Edited by Fox With A Shotgun, 30 March 2016 - 02:19 PM.


#12 L Y N X

    Member

  • PipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 629 posts
  • LocationStrana Mechty

Posted 30 March 2016 - 02:53 PM

I did not see this mentioned, so am adding it here... TAG works out to 750m default. TAG will burn through ECM allowing you to lock a target under ECM within 750m.

#13 S 0 L E N Y A

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,031 posts
  • LocationWest Side

Posted 30 March 2016 - 04:00 PM

View PostWashcloth Repairman, on 30 March 2016 - 01:56 PM, said:

So an Orion IIG ON1-IIG-A with 4 C-LRM-15 (or LRM-10-ARTEMIS) and 2 C-TAG is a pretty beastly missle boat, or am I doing something that only someone that has been playing for a little over a day would do?

as mentioned, no tag stacking (though that used to be a thing.)

add active probe incase some joker in a light mech with ECM gets close to you.

I would also highly recommend backup weapons (ER med lsr will do). You can kinda get away with all LRMs in the lower tiers, but it is a bad habit at best

#14 Not A Real RAbbi

    Member

  • PipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 1,688 posts
  • LocationDeath to Aladeen Cafe

Posted 30 March 2016 - 09:29 PM

IF you wanna do LRMs, that's not a bad mech at all for them. But ditch the second TAG and put something else in there.

As Boogie128 said, though, LRMs are a bad habit. Well, they CAN be. Sitting back at range and hurling LRMs at targets that are out of line-of-sight is a bad habit. Using a reasonable amount of LRM tubes as a secondary weapon system, while in the mid-range fight, sharing damage with your pals, they can be pretty good weapons. Also keep in mind that the Artemis IV Fire Control System is only going to give you an advantage when you have direct line-of-sight to the target. Without that, it's just a 1-ton-per-launcher paperweight.

SO TAG, EH? I use an OLD Nostromo N52 Speedpad (by Belkin, because YES THAT BELKIN) for my left hand. You can set macros and such with that, and I use one to set my fire group #6 to toggle on/off. And I use that group EXCLUSIVELY for TAG (on the rare occasional I equip it, which is the RARE occasion that I use LRMs or a StreakCrow). So, toggle TAG on, let the hate flow through you, and when you're done being all Lurmy and hateful, then toggle TAG off again. It's been pretty helpful with the Archer preorder release, though I also just picked up the Resistance 2 package, so Archer is in pretty light rotation right now.

TL;DR- the above posters covered it; if you can set up a TOGGLE for TAG, that's superhelpful IMO

#15 Washcloth Repairman

    Member

  • PipPip
  • Bridesmaid
  • 25 posts

Posted 31 March 2016 - 01:42 AM

How exactly do I convert Mech XP to GXP? The convert button is grayed out even though I have some MC.

#16 Exard3k

    Member

  • PipPipPipPipPipPipPipPip
  • The God of Death
  • The God of Death
  • 1,010 posts
  • LocationEast Frisia in Germany

Posted 31 March 2016 - 02:23 AM

View PostWashcloth Repairman, on 31 March 2016 - 01:42 AM, said:

How exactly do I convert Mech XP to GXP? The convert button is grayed out even though I have some MC.


There is a table with mech xp and GXP. You can see an orange Arrow ">" in the table between those values....here you can increase your convert amount. Have Fun!

#17 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 31 March 2016 - 10:18 AM

Welcome to mwo.
Edit fix for android typos.

View PostWashcloth Repairman, on 30 March 2016 - 01:56 PM, said:

So an Orion IIG ON1-IIG-A with 4 C-LRM-15 (or LRM-10-ARTEMIS) and 2 C-TAG is a pretty beastly missle boat, or am I doing something that only someone that has been playing for a little over a day would do?


I wanted to point out some advanced knowledge.

Tag has numerous benefits even without missiles.

First for missles: Within 750 meters default, it increases your lock on speed.
It counters enemy ecm and overpowers most of ecm's soft counter lock on delay.
(You will get almost normal lock on speed for soft countered ecm users with tag.)
As just implied Target Acquisition Gear works as a soft counter to ecm in mwo.
It marks the enemy with a target symbol, signalling other players to shoot "that one."
Normally missiles adjust course 8 times during a flight to max range. Tag makes them turn up to 12 times.
It allows missiles to make sharper, quicker turns as well during late flight when standard missiles would get lazier.
These effects only exist if your tag touches the enemy prior to and during launch, and that condition being met will exist with beam contact and drop when lost. Can be regained so long as the starting condition is met. Have tag on separate fire that is comfortable to hold down. I use right click.

--
Beyond missiles: get info slightly faster on new targets.
Get paid when allies throw missiles AND hit target.
Can be used to check convergence and wall clearance. " Can I shoot around this wall yet?". (This is the only time more than one is useful.)
Since the beam can be seen, it can lure enemies. Good tool for leading enemies into an ambush. Bad for giving away your position.
https://youtu.be/hDTOI50uBgI
Old video, but it shows similar combat using a highlander missile boat that charges directly into battle.

Enjoy!

Edited by Koniving, 31 March 2016 - 01:41 PM.


#18 Dee Eight

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 6,271 posts

Posted 31 March 2016 - 07:22 PM

IF you're the type to hold the missile firing button down once you lock something, THEN its ok to bind the tag to the same firing group. I bind my tag to everything, because even when I'm sniping with an AC/2 or a ERLL, if it breaks through some ECM cover it might help a team mate who then fires LRMs at it and I'll earn extra C-bills for TAG usage. Its also always on a circuit of its own, just for times I want to illuminate targets for friendlies, even if I'm not in a position to engage it myself (so TAG on a close range SRM brawler).

#19 Washcloth Repairman

    Member

  • PipPip
  • Bridesmaid
  • 25 posts

Posted 02 April 2016 - 02:05 PM

So I bought a King Crab KGC-0000, and it has 4 Right Torso Energy slots, but even when mapped to the same button they don't actually fire at the same time, the button needs to be held and one fires, then another, then another and then the last... and then the first again, and so on. Why is this?

And also, why can't I use my Jenner IIC in Faction Play? I saw an Orion IIC in a Faction Play game.

#20 Dan Baxter

    Member

  • PipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 240 posts
  • LocationWashington

Posted 02 April 2016 - 02:33 PM

I'm not sure about the King Crab, but it sounds like you have weapon group for your lasers set to chainfire instead of group fire. You could try selecting the weapon group with your arrow keys and toggle chainfire off with the "backspace" key.

As for Faction Play, what 'mechs you are allowed to use are restricted depending on your faction. By your icon, you are currently a member of House Steiner (an Inner Sphere faction). As such, you can only use Inner Sphere 'mechs in Faction Play (like your King Crab, as long as your drop deck has the tonnage available). The IIC 'mechs are Clan 'mechs, and as such can only be used by Clan Smoke Jaguar, Jade Falcon, Wolf, and Ghost Bear in Faction Play.

Quick Play has no restrictions on which 'mechs you can use.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users