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Metagame Maps Skills

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#1 Steel Mike Eels

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Posted 27 November 2023 - 11:41 AM

I played a lot, up until probably 2019, and now just returned.

I'm pleased to see the game continues to do well it seems, new mechs, new maps etc.

I notice the skill tree is very very different and quite confusing. I don't seem immediately able to differentiate between mechs I'd skilled out and those I hadn't, nor how to respec well. I'd appreciate some help with that.

Anything else I should be aware of? I see some new maps, but still everyone goes for Mining Collective and HPG manifold (but that looks a bit different) so plus ca change there I guess.

I also have a couple of Jenners that say INVALID and are now unplayable, even after trying to strip and rebuild them. It doesn't tell me what's wrong, it just says "INVALID" - some help there would be appreciated.

Are member groups still a thing? It seems few players are involved in them these days.

What else do I need to know?

Cheers

#2 Andrewlik

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Posted 27 November 2023 - 01:21 PM

The Jenners (and the Jaegermech and the Stalker as well iirc) got some maximum armor values adjusted
Remove armor on the arms and side torsos down to 0, save loadout, then load it again, and add pips again as usual.

As for the skill tree, they made it less confusing in that you don't need to get unrelated skills
Like you don't need to get range skills to eventually get laser cooldown duration at the very end of the tree
Just pick and choose what you want
Your skills remain as you left them, but the moment you go to edit them, it will try to load them into the existing tree. If something breaks via new tree dependencies, it should refund you the skills you lost access to by giving you GSP instead
You don't HAVE to reskill everything but you may be slightly less efficient if you don't.

EDIT: I think this is how it all works, it was a awhile since they made the change, correct me if I am wrong

Edited by Andrewlik, 27 November 2023 - 01:22 PM.


#3 w0qj

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Posted 27 November 2023 - 01:33 PM

A warm welcome back to MWO!

For "Invalid" mech build, just jiggle (adjust) your mech's armour amounts, reduce then increase them.
Some mechs had been given armor adjustments during the intervening years.
~~~If that does not work, just unequip your mech, then re-equip. That should do the trick!

==============================
~There might be a -55% reduction in ECM protection bubble surface area coming in Dec'2023, making it a personal mech protection equipment, while greatly reducing it as a "team protection" equipment (proposed: ECM protection down to 90m from 120m).
https://mwomercs.com...023-patch-notes

==============================
Eye-watering list of changes since you've left Posted Image
Source:
https://mwomercs.com...auldron-changes


===============================
2023 New Weapon behavior changes: ('Jihad?' era new weapons):
===============================
IS: BLC (Binary Laser Canon): decreased to firing 2x weapons at once without ghost heat penalty
IS: SXPL / MXPL / LXPL (X-Pulse Laser)
IS: ASP (Advanced Sensor Package--replaces the Command Console)

Clan: HAG20 / HAG30 / HAG40 (Hyper Assault Gauss Rifle)
~~HAG20: 4x projectile shells per burst (Can someone correct me if I'm wrong--this is all so new!)
~~HAG30: 6x projectile shells per burst (Can someone correct me if I'm wrong--this is all so new!)
~~HAG40: 8x projectile shells per burst


===========================
Major weapon behavior changes: (Civil War era weapons):
===========================
IS: STD Large Lasers: increased to firing 4x weapons at once without ghost heat penalty.

IS: STD PPC: increased to firing 3x weapons at once without ghost heat penalty.
IS: STD PPC: minimum of 5.5 damage at zero meter range. Does exponential decay damage below minimum range (similar to Clan LRM).

IS: Heavy PPC: minimum of 5.5 damage at zero meter range. Does exponential decay damage below minimum range (similar to Clan LRM).

IS: Light-PPC: no minimum range anymore.

IS: Snub-Nose-PPC: decreased back down to firing 2x at once without ghost heat penalty (June-2022 patch)
IS: Snub-Nose-PPC: does splash damage (similar to Clan ER-PPC), damage profile 2.5 / 10 / 2.5

IS: Light-Gauss: [Maintenance_HSL]: changed to "no" ghost heat penalty (can only charge/fire 2x at once though).
IS: Light-Gauss: no longer part of ghost heat linked penalty group of IS Gauss Family & IS PPC Family.

IS: STD SRM4: increased to firing 5x STD SRM4 weapons at once without ghost heat penalty.

IS: Rocket Launcher: does slight (exponential decay) damage below minimum range (similar to Clan LRM). 'Zero' damage at zero meter range.

IS: CASE: now 0 tons, still consume 1x critical slot. Equippable in Arm, Leg, Left/Right Torso.

IS: BAP: now 1 ton, and consume 1x critical slot.

IS & Clan: Streak SRM4: increased to firing 4x Streak SRM4 weapons at once without ghost heat penalty.

IS & Clan: AMS ammo does not explode anymore upon crit.

IS & Clan: MASC redline threshold increased to 85% (from 75%); MASC lasts longer (fill rate decreased).

Clan: ER-Micro-Laser: changed to "no" ghost heat penalty (fire as many as you want at once!)

Clan: Micro-Pulse-Laser: increased to firing 12x weapons at once without ghost heat penalty.
Clan: Micro-Pulse-Laser: no longer part of ghost heat linked penalty group of Clan ER-Micro-Laser.

Clan: AC5: increased to firing 4x AC5 weapons at once without ghost heat penalty.
Clan: AC5: decreased to 1x projectile shell per shot (down from 2x).

Clan: AC10: increased to firing 4x AC10 weapons at once without ghost heat penalty.
Clan: AC10: decreased to 2x projectile shells per shot (down from 3x).

Clan: AC20: increased to firing 2x AC20 weapons at once without ghost heat penalty.
Clan: AC20: decreased to 3x projectile shells per shot (down from 4x).

Clan: ATM3: increased to firing 6x ATM3 weapons at once without ghost heat penalty.
Clan: ATM Family: new minimum range of 60m (down from 120m). 'Zero' damage below minimum range.

Clan: 2x ECM Skill Nodes max out at 33% ECM Target Range Reduction (ie: 16.5% per ECM Skill Node)
Note: For IS only: 2x ECM Skill Nodes max out at 40% ECM Target Range Reduction (ie: 20% per ECM Skill Node)

Note: [Maintenance_HSL] = Strictly to overcome the PPC/Gauss linked Ghost Heat penalty group; there are no additional weapon hardpoints to accommodate additional ERPPC weapons. eg: KGC-001, MAD-4L

Edited by w0qj, 28 November 2023 - 08:18 AM.


#4 w0qj

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Posted 27 November 2023 - 01:37 PM

If you're in the mood to be Forum Warrior and not MechWarrior ;)

========================
GOOD
http://grimmechs.ise...ts?list=general
http://grimmechs.isengrim.org/Database
http://grimmechs.isengrim.org
(Unfortunately smurfy.de is now gone)


MechDB 2.0
http://mwo.nav-alpha.com/mechs
http://mwo.nav-alpha.com/equipment
http://mwo.nav-alpha...uipment/weapons
http://mwo.nav-alpha...pment/ghostheat


Monthly Free Mech Guide (newcomer/returning player-friendly!)
http://mwomercs.com/...kill-trees-more

- - - - - - - - - -
Update HSL Quirk List & MWO/Cauldron Patch History since April 2021:
http://mwomercs.com/...-hsl-quirk-list

http://mwomercs.com/...auldron-changes

- - - - - - - - - -
All of below resources are "optional" for you to refer to as needed:
There are good YouTube videos from MWO streamers who take the time to explain:

Baradul** (circa 2018 to 2020 only)
TTB
JGx D A T A

Note: ** - Baradul used to explain in detail how your mech playstyle fits with your Skill Tree from 2018-2020. Recently 2021 and onwards Baradul videos use more cookie cutter Skill Trees with less explanation.

- - - - - - - - - -
Good Skill Tree Video (2 Parts)

Sean Lang's 2022 Skill Tree Guide

https://mwomercs.com...ew-player-guide

DATA's 2022 Skill Tree Guide
https://mwomercs.com...l-tree-tutorial


#5 Steel Mike Eels

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Posted 27 November 2023 - 01:42 PM

Thanks for the great feedback chaps. Lots of homework. I will enjoy catching up!

#6 Steel Mike Eels

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Posted 28 November 2023 - 07:47 AM

Quick update: I've checked Jenners (and Stalkers) and it does seem to be an armour issue. Fiddling with armour values seems to have fixed it. Thanks!





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