BLOODWOLF333, on 09 January 2020 - 06:05 PM, said:
When would a BAP be more useful than a laser AMS on a mech? And these targeting computers....I dont see myself ever taking one over more heatsinks or armor if it isnt already maxed.
BAP is useful for lock-on missile carriers. The sensor range boost slightly helps with indirect lock times for LRMs and ATMs, but more importantly - it works as if you had an ECM in counter mode, protecting you from being jammed by a single nearby enemy ECM.
For lock-on missiles that can be life or death at times.
BLOODWOLF333, on 09 January 2020 - 09:41 PM, said:
Today I changed the Wolfhound to 6 MPLSR
The heat management on 6xMPL is rather bad, try 5xMPL and see if it works better for you.
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So, I finally have 91/91 skill points invested in the WLF, I know theres no point in unlocking the JJ tree since it cant equip them but, is there any point in unlocking the rest of the nodes in the trees or just start converting everything into GXP to level my other mechs that I dont get to play as often?
1. Not unless you're optimizing your Skill Tree - everyone makes tweaks sometims.
2. GXP conversion costs MC and - take that from an experienced player - is entirely pointless.
3. If you need more GXP, a season of playing Solaris for the 25 matches per division to qualify for rewards will net you a fair amount of GXP.
BLOODWOLF333, on 09 January 2020 - 02:15 PM, said:
Like Solaris my impression is build the most heavily armored and armed mech, doesnt need jump jets, doesnt need to be fast, don't really need any special equipment just make a bruiser and duke it out. Yeah I've seen fast light jumpers take out the heavies in a division but, if the heavy player is able to manipulate the map selection and get a claustrophobic map where the light's movement advantage is lessened they will stand a better chance. But, I lose a lot in Solaris with not having a mech in every division and all those losses were hurting my Tier so, I quit Solaris.
Losing in Solaris doesn't affect your tier. Solaris has it's own ranking system - SSR - which is separate for each division AND is counted separately for 1v1 and 2v2 queues.
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and everyone is blocking everyone else's shot and usually aren't more than 3-4 abreast so the enemy only has to deal with 3-4 mechs at a time. And then the front starts getting chewed up and they begin to back pedal while other players are, "keeping pushing!" and then things just fall apart.
The rule is: get in, then veer to the side and let fresher mechs take the point. Stopping in a bottleneck on any map is a deadly mistake.
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If this was megamek I'd have the assault lance go in line-abreast, with Barvo lance (med-heavies) as fire support behind the assaults, maybe have the assaults stagger so that FS can actually get some shots in, and then Alpha lance (fast lights) behind fire support and once we are in the gates they can take off and start flanking and stabbing the enemy in the back.
This isn't megamek and that strategy wouldn't work. For the attackers, in the first wave or two the point is to cause heavier losses for the defenders than for your own side - destroying turrets and O-Gens is a helpful bonus but not priority. The next two depend on the outcome - either you're going to have breathing room to push into the base and take out the gens and then Omega, or you're going to have to do the same thing but under heavy fire.
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They also don't want you bringing in LRM boats to FP but how else will you take out the gate generators without LRMs?
You aren't going to take them out with LRMs, as they no longer lock to static targets.
Take position on a nearby hill or ramp - there's always one near a gate generator in FP - and the generator will be easy to hit with direct fire weapons from there.
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Im not really used to reading the map yet either, wish it could be zoomed out so, it takes me a little bit to expand it and then try to guess what grid I seen that mech in if it was too far away for a target lock,
Press B for the Battlegrid. It can be zoomed in and out using your scroll wheel.