Any Redeem Codes ?
#1
Posted 20 March 2018 - 11:46 AM
#2
Posted 20 March 2018 - 12:01 PM
if there is something to redeem you will usualy get an email in the email address you registered for your MWO with, they are also often advertised in the launcher, home screen and announcements forum.
there is usualy one at christmas, sometimes we get as many as 3 in a year, other years it is just the christmas gift, and the codes only stay active for a limited time.
#3
Posted 20 March 2018 - 12:13 PM
#4
Posted 20 March 2018 - 12:19 PM
Edited by N F X, 20 March 2018 - 12:19 PM.
#5
Posted 20 March 2018 - 01:13 PM
Why I ask was watching some vids and was trying to get to the suggested mech the Enforcer or Shadow. Thanks for any help
Edited by Rebeldad, 20 March 2018 - 01:15 PM.
#6
Posted 20 March 2018 - 01:18 PM
#7
Posted 20 March 2018 - 01:45 PM
Rebeldad, on 20 March 2018 - 01:13 PM, said:
Why I ask was watching some vids and was trying to get to the suggested mech the Enforcer or Shadow. Thanks for any help
First double check when the videos were made... there have been some major changes last year, and guides from before June 2017 may no longer be relevant (particularly for IS mechs)
#8
Posted 20 March 2018 - 01:56 PM
Horseman, on 20 March 2018 - 01:45 PM, said:
Hmm well was figuring to get a medium mech.. got just of 6 mil creds.. any suggestions>?
#9
Posted 20 March 2018 - 02:16 PM
Both are missile brawlers, although not quite the same in how they approach it. The Bushwacker would need an engine swap to Light 270 (which would cost another 3.3 million), so I'd probably advise the Griffin.
Enforcer 4P is still a reasonable option, and the stock config is pretty decent (again, DHS+Endo)
Hunchbacks are another option, although you'd pay through the nose for DHS, Endo and engine upgrade to LFE225 or better.
Edited by Horseman, 20 March 2018 - 02:23 PM.
#10
Posted 20 March 2018 - 03:16 PM
#11
Posted 20 March 2018 - 03:19 PM
If you're thinking of buying a mech, do some research on it. Some mechs are better than others for various reasons, and not all of them perform the same. The first mech you buy may not feel right for you, so try out some trial mechs to see how they handle. The more you try to learn before just running straight into combat in a new mech, the better your experience will be.
#12
Posted 20 March 2018 - 03:49 PM
#13
Posted 20 March 2018 - 05:22 PM
#14
Posted 20 March 2018 - 06:21 PM
You lose roughly 50% the value of a mech if you have to sell it off. If you used mc to buy a mech and sell it off you get no mc back. For weapons,engines and pretty much every thing else stockpile it as much as possible. You might want it for a build later. One of the best things about IS mechs is engine swaping. Using the same XL/lfe/std engine between mechs is a huge money saver.
Use smurfy's to test out mechs and builds. It uses the data from the game so it's pretty up-to-date. https://mwo.smurfy-n...chlab#modified.
The shadow hawk is a good starter mech as is the hunck back. The hbk's will teach you to torso twist a lot and are good for big acs. Hawk is 5 tons bigger and has jump jets.
#15
Posted 20 March 2018 - 11:06 PM
you can purchase Mechs for 6 million but you will then need some money left over to upgrade the Mechs, there are few Mechs which are ready to go when purchased, Omnimechs (most Clan Mechs) will likely want some adjustment to armor qualtities and weapon loadout, Battlemechs (most IS Mechs as well as the IIC and Piranah, Super Nova and Kodiak Clan Mechs) are likely to want at least 1/2 the purchase price in upgrades, many Light Battlemechs total cost of getting them ready for battle is 3 times the initial purchase price so as Koniving said use Smurfy's Mechlab to check out builds, it can also help with pricing them up although it does not include prices for Light Fusion or Clan XL Engines
Edited by Rogue Jedi, 21 March 2018 - 02:00 AM.
#16
Posted 21 March 2018 - 03:22 AM
Endo-steel internal structure and Ferro Fibrous (and Light FF) will save you weight at the cost of critical slots where you put weapons, ammo, equipment. Neither add extra HP to mechs. Endo-steel is a better deal, cheaper.
Inner Sphere (IS) XL engines can be destroyed by taking out a side torso. Clan XL engines can survive one, but not two, side torsos being taken out. Light Fusion Engines (LFE) act like Clan XL engines, where you can survive losing a side torso, but aren't as light as Clan XL. When a mech with Clan XL engine or IS Light Fusion Engine loses a side torso, they lose some speed.
Twist and shout. Torso twisting can help spread damage across multiple hitboxes. This can be used to keep damage from being concentrated in one spot when hit. When you shoot an enemy that is clearly going to shoot you back, fire and twist to one side or another to spread incoming damage. Some mechs can get away with twisting a little, some are better twisting a lot. It depends on the size and location of arms, as well as the size of side torsos. Some mechs are better at spreading damage with just a little wiggle side to side, some have large arms that can protect torsos when twisting a lot.
Use terrain and mobility to your advantage. It's usually not a good idea to sit in one spot for too long. Your team may keep moving, leaving you behind, or someone might be waiting for you to pop up again in the same spot from behind a hill / ridgeline so they can let you have it.
A little communication can go a long way, even if it's just the in-game radial messages. A headset with mic is a great asset, but don't spam voice chat, especially when your team is in combat. Simple messages, keep it short and direct to avoid distracting teammates.
Pay attention to your mini-map at bottom-center of your HUD. It not only shows where your teammates and your lance are, it can also indicate where enemy mechs are. If you use the Seismic Sensor skill(s), it will indicate where enemies are near you. The HUD also has a compass at the top with indicators for targeted enemies, capture locations, enemy UAVs, etc.
Heat management can be like playing a musical instrument...it can be an art. Between firing weapons, using jumpjets, and the environment, your heat can build up and cause you to shut down. You can override automatic shutdown, but doing so can cause internal damage to your mech, or kill you outright. Using Coolshot consumables, standing in water, standing in certain spots on different maps can cool you quicker. Switching to chain-fire to keep firing while hot will let you keep hitting the enemy in those critical moments where you can't group-fire.
Watch those heat penalties when using group-fire. There's something called Ghost Heat that will cause weapons to put off extra heat when too many of the same weapon are fired at once. A special Ghost Heat consideration was made to link weapons in the PPC family with Gauss and Heavy Gauss. Firing either two PPCs and a Gauss Rifle, or two Gauss Rifles and a PPC will result in a heat spike. You can avoid heat penalties by waiting half a second to fire weapons that would otherwise cause a heat penalty. If you have 3 PPCs, you can fire two initially, wait half a second, and then fire the third (or vice versa) to avoid Ghost Heat penalties. Not all weapons have same duration when fired. You can fire two Large Lasers, wait half a second, and then fire two Large Pulse Lasers to avoid Ghost Heat, but the duration of the two types will end about the same time.
Those are a few tips that might come in handy to a new player.
#17
Posted 21 March 2018 - 06:56 AM
Some methods for kills:
Destroy the legs. One leg - No more speed. Two legs - Dead.
OR
Aim for the center; won't matter what kind of engine they have if they don't have a spine to hold it together.
#18
Posted 21 March 2018 - 07:26 AM
The first Clan mech I bought was a Mad Dog, and it was a breath of fresh air after my Hunchback and a couple of other IS slugs.
#19
Posted 21 March 2018 - 07:51 AM
Jonathan8883, on 21 March 2018 - 07:26 AM, said:
The first Clan mech I bought was a Mad Dog, and it was a breath of fresh air after my Hunchback and a couple of other IS slugs.
I need to agree here, and I really like Hunchies and Shadow Hawks (about a thousand games in the latter...).
Shadow Hawks are these generalist which are a great basic 'mech in a tabletop BattleTech context, but I'm not sure that really translates to this game. They are simply not very easy to make work well here.
The rather unusual SHD-2K variant gets a pass because it has a focused hardpoint selection (3M 3E) with fantastic placement (everything on shoulders). You can do pretty nice mid-to-long range laser boats or SRM+ML brawlers with that variant.
I could agree with the suggestion of Hunchback BACK WHEN when we had to level up 3+ variants to get all skills. In that context Hunchies gave you lots of different flavours (LRM, laser and ballistic boats, SRM+laser brawlers) to try within one chassis.
#20
Posted 21 March 2018 - 07:54 AM
Rebeldad, on 20 March 2018 - 03:49 PM, said:
Note though that the second half of the loot bag event is going to be in faction play. Because you've chosen Clan Ghost Bear I'd suggest that before the current sale expires you buy the Huntsman HMN-P to use as your faction play mech.
A 'splat' Huntsman is probably going to be your best bet at using the Faction Play scouting mode to get your faction play loot bags. It will be difficult as you'll be going up against tier 1 players (though all tiers mixed in since every level of player will want to get their loot bags and scouting mode is a quicker way to do it) but a splat Huntsman can deal a lot of damage very quickly, giving you the best chance at a match score of over 100.
Just group up with your team and shoot at what they shoot at until either your team is dead or the enemy is dead.
Edited by Ruccus, 21 March 2018 - 07:55 AM.
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