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Hit And Run And Fall


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#1 Xaat Xuun

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Posted 24 January 2020 - 06:51 PM

I guess fall damage counts as damage taken, to cancel gaining Hit & Run

had 13 damage taken total,from just fall damage and shot at half their team, and 0 Hit & Runs . . okay screw it, game hates me

#2 Nightbird

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Posted 24 January 2020 - 07:08 PM

What build are you using?

#3 _Magno_

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Posted 24 January 2020 - 07:39 PM

Probably a hidden flag that won't trigger the start of hit and run unless you take at least 1 point of aggression damage.

Edited by _Magno_, 24 January 2020 - 07:54 PM.


#4 Xaat Xuun

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Posted 24 January 2020 - 08:52 PM

pretty sure it's not taking any damage for a set time period to trigger the hit & Run.

Only thing I can think of, was fall damage also counts the same as someone returning fire and causing damage,
I forgot, the reason I had the second fall damage someone did hit me, and was me backing up to get out of their line of sight, didn't realize I was on the edge.
pretty sure the other damage I inflicted after wouldn't count as Hit & Run, because they dead soon after I hit them (dead not by me), no one other then that one time was I ever shot.

there are 2 ways I can easily achieve a Hit and Run, the approach I was using ERLL/ECM (don't have lrm mechs on that account) and LRM's, guess if I really feel like completing the event on that account, could just buy a cheap LRM mech.

I was just upset, that fall damage cancels out the Hit&Run, don't log in that often any more, I'll get over it

#5 LordNothing

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Posted 24 January 2020 - 09:15 PM

hars are easy, just use a fast mech with a big gun.

#6 Prototelis

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Posted 24 January 2020 - 10:12 PM

^But what about yar-hars?

#7 WrathOfDeadguy

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Posted 24 January 2020 - 10:52 PM

Easiest way to grab hit-and-runs: Boom-Bird Raven.

AC20+JJs. Fire, hit, hide until bonus appears. Lather, rinse, repeat. Replace with comparable 20+FLD/JJ 'Mech to taste. It's what I've done for every previous hit-and-run requirement that I actually bothered trying for. Works like a charm.

#8 justcallme A S H

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Posted 24 January 2020 - 11:14 PM

This is what a Hit and Run is


A Hit and Run award is generated based off every engagement against an enemy 'Mech. Every point of damage dealt on an enemy counts for 1 point. However, every point of damage taken counts of -2 points. If the total damage taken during the engagement is greater than 15, the Hit and Run score is zeroed. If the score is greater than 10, the user gets a Hit and Run award!

#9 LordNothing

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Posted 25 January 2020 - 01:30 AM

just crank out 20 damage, a uac10 with some lasers is enough. shoot a guy, and hide for some seconds, its actually fairly easy to farm multiple hars each game.

View PostWrathOfDeadguy, on 24 January 2020 - 10:52 PM, said:

Easiest way to grab hit-and-runs: Boom-Bird Raven.

AC20+JJs. Fire, hit, hide until bonus appears. Lather, rinse, repeat. Replace with comparable 20+FLD/JJ 'Mech to taste. It's what I've done for every previous hit-and-run requirement that I actually bothered trying for. Works like a charm.


i got a raven and an adder that i used. both use a uac10, the raven has a pair of ermls, and the adder has 3 hmls. so long as you can get a double tap alpha off and hide without taking damage you get one every time.

#10 Gn00bi

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Posted 25 January 2020 - 01:57 AM

Is the mutual lock still a requirement? ie have to lock one another for the game to register the "engagement"

#11 Xaat Xuun

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Posted 25 January 2020 - 02:34 AM

View PostGn00bi, on 25 January 2020 - 01:57 AM, said:

Is the mutual lock still a requirement? ie have to lock one another for the game to register the "engagement"

ahh, that may be why no Hit & Run, if that is true

#12 Warning incoming Humble Dexterer

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Posted 25 January 2020 - 03:17 AM

View PostXaat Xuun, on 24 January 2020 - 06:51 PM, said:

shot at half their team, and 0 Hit & Runs . .

Rats !
Posted Image
Happy New Lunar Year !

#13 justcallme A S H

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Posted 25 January 2020 - 04:23 AM

View PostGn00bi, on 25 January 2020 - 01:57 AM, said:

Is the mutual lock still a requirement? ie have to lock one another for the game to register the "engagement"


No.

It is exactly what I posted earlier.

#14 Burning2nd

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Posted 25 January 2020 - 08:41 AM

one of the most wonky flags to trigger... as a PB pilot.. I see it all to offten.. check this,

ran thru the other team.. tagged like 3 or 4 of them.. took no damage, got nothing

then in a r60 with a Erppc another round.. i got 3 of them in a match...

it was the last goal that i had to complete and by far the weirdest to satisfy

but this is pgi so....

#15 Xaat Xuun

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Posted 25 January 2020 - 12:03 PM

okay, then let's just say Hit-Reg
was the culprit

#16 Gristle Missile

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Posted 25 January 2020 - 05:03 PM

easiest way to rack up hit and runs is with a Locust 1V with a large pulse laser
just poke and run

#17 VonBruinwald

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Posted 25 January 2020 - 05:19 PM

View PostXaat Xuun, on 25 January 2020 - 12:03 PM, said:

okay, then let's just say Hit-Reg
was the culprit


I find range is the biggest culprit:

The further you are away the longer the "engagement timer".
Too far away and it doesn't even count as an engagement.

View Postjustcallme A S H, on 24 January 2020 - 11:14 PM, said:

This is what a Hit and Run is


A Hit and Run award is generated based off every engagement against an enemy 'Mech. Every point of damage dealt on an enemy counts for 1 point. However, every point of damage taken counts of -2 points. If the total damage taken during the engagement is greater than 15, the Hit and Run score is zeroed. If the score is greater than 10, the user gets a Hit and Run award!


This, is a hit and run, point of note:

You have to wait for the engagement timer to finish before firing another shot. If you keep shooting people the timer keeps resetting. You could potentially score dozens of hit and runs and only be rewarded for one because the timer has is longer than you expected.

#18 Xaat Xuun

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Posted 26 January 2020 - 12:14 AM

well then . ., range may be the problem, I'LL take that one . . range





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