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Useful Info and Quick Tips for New Players

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#41 John David Price

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Posted 28 September 2012 - 06:19 AM

that's a really good topic. thanks

#42 GoldFalcon25

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Posted 04 October 2012 - 11:05 AM

This was immensely helpful! Thank you so much for posting this!

#43 Felicitatem Parco

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Posted 04 October 2012 - 07:05 PM

My pleasure. Also, if anyone sees a factual/technical error, please post so or PM me :D . I don't want to be known as the Minister of Misinformation.

#44 txMaddog

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Posted 07 October 2012 - 02:22 PM

Awesome! Thanks a lot !!

How do I set up weapons groups??

#45 Felicitatem Parco

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Posted 07 October 2012 - 05:54 PM

Ahh... I should add that part, huh?


Use the arrow keys to move the highlighted cursor around, and use the right Control button to turn weapons on/off in the 6 firing group columns you have. You'll see what I mean once you try it.

Edited by Prosperity Park, 07 October 2012 - 05:57 PM.


#46 Gun Bear

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Posted 07 October 2012 - 06:15 PM

very good stuff guys.

#47 aKlutz

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Posted 07 October 2012 - 11:44 PM

Good Stuff ....
Thanks

#48 CG Chicken Kn

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Posted 08 October 2012 - 05:34 PM

Link the Weapon group sticky in main post?
http://mwomercs.com/...read-me-please/

Pictures helped me a lot my first day.

Now if we could get Paul to update that post slightly..........:)

#49 Felicitatem Parco

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Posted 11 October 2012 - 09:10 PM

View PostAzuroth, on 11 October 2012 - 05:27 PM, said:

Quick question because I can't find it anywhere, and it may be a useful addition. How does the pilot lab work? I've played a half dozen matches so far and gotten zero xp. I assume that's because I'm in a trial mech still, but can't find confirmation anywhere.

Good idea; I'll throw in a spat about XP.

(edit - Done :D )

Edited by Prosperity Park, 11 October 2012 - 09:32 PM.


#50 MonsieuRoberts

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Posted 19 October 2012 - 08:40 PM

A lot of my general questions were answered with a brief skimming of this thread. Thanks OP!

Edited by MonsieuRoberts, 19 October 2012 - 08:40 PM.


#51 Inochi

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Posted 20 October 2012 - 11:36 AM

I agree with MonsieuRoberts. Im not new to the world of Mechwarrior but this information has some VERY valuable information and has been very helpful.

#52 Felicitatem Parco

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Posted 21 October 2012 - 09:00 AM

I am adding a bit on base captureing mechanics...

Okay, done. Now people will know how to capture/defend a base and how those red and yellow bars work.

Edited by Prosperity Park, 21 October 2012 - 09:11 AM.


#53 RadioKies

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Posted 24 October 2012 - 03:59 AM

Also a good thing is not to fall for stupid childish jokes disguised as advices like:
ALT+F4 for 3rd person view!

I know you can not flame players, but [REDACTED] was one of these childish a-holes that says this at the start of games.
Yeah, harr harr really funny when a Atlas and another mech on your team becomes a empty husk. Even more funny when the guy walks into the open with his (presumably) trail Awesome and just stands in the rain (of incoming enemy lrm boats), shooting his large lasers at targets that are too far away to hit. There is no way winning a fight when the opposing team is a premade with tagging jenners and LRM boats backing them up while half your team is disconnected/killed from the start. /ragemode

Edited by miSs, 24 October 2012 - 03:02 PM.
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#54 Felicitatem Parco

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Posted 24 October 2012 - 11:59 AM

I've rallied PUG teams to defeat Premades by suggesting simple defensive strategies (as in, "let's move to F4 and make a firing-line there") and suggesting the best places to wait in cover from LRMs, but it can be hard to coordinate offensive movements other than "Okay, let's push."

LRMs can be a great for singling out anyone who crosses an open field to engage their enemy, but LRMs are worthless against someone who keeps a building or a tall rock between them and the enemy rear-forces, even if there's a Scout TAGing.

Edited by Prosperity Park, 24 October 2012 - 12:00 PM.


#55 Derby McAllister

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Posted 24 October 2012 - 08:43 PM

As a newb I find this awesome thanks for the effort :)

#56 Felicitatem Parco

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Posted 25 October 2012 - 11:20 PM

So, I did a quick update.... it's not glorious, but I'm going to wait and let things settle out patch-wise before smoothing things.

#57 Felicitatem Parco

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Posted 29 October 2012 - 06:55 PM

I'm slowly bringin this up to snuff. It was never intended to be a full guide of the game, but until there's a manual I'll try to keep most game aspects glossed-over. C3 VoIP will be coming in my next edit.

#58 Stormguard

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Posted 30 October 2012 - 05:51 PM

Fantastic information! Thanks for putting this together, I found it helpful even though I beta tested for a bit :D Great info for new players.

Edited by Stormguard, 30 October 2012 - 05:51 PM.


#59 WARGHOST8

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Posted 30 October 2012 - 11:46 PM

THANK YOU Prosperity Park i have been wondering quite some time about CASE and the engine heatsinks and could not find a definitive answer about how CASE works from what i understand that would mean AMMO has to be stored in the CASED torso storing it in the arms would still cause damage to the CASED torso potentially allowing the damage to affect the centre torso. i was hoping that placing CASE on the left and right torso would still protect from ammo explosions in the arms coring their way into the centre torso, alas that sounds unlikely now. on the plus side i'm glad you mentioned that double heat sink upgrade automatically doubles up the complementary heatsinks in the engine thats a massive bonus.

#60 Felicitatem Parco

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Posted 31 October 2012 - 12:18 PM

View PostWARGHOST8, on 30 October 2012 - 11:46 PM, said:

THANK YOU Prosperity Park i have been wondering quite some time about CASE and the engine heatsinks and could not find a definitive answer about how CASE works from what i understand that would mean AMMO has to be stored in the CASED torso storing it in the arms would still cause damage to the CASED torso potentially allowing the damage to affect the centre torso. i was hoping that placing CASE on the left and right torso would still protect from ammo explosions in the arms coring their way into the centre torso, alas that sounds unlikely now. on the plus side i'm glad you mentioned that double heat sink upgrade automatically doubles up the complementary heatsinks in the engine thats a massive bonus.

The "automatic doubling of complementary heatsinks" was SUPPOSED to be in the game already... the Devs found a programming mistake that prevented the engne sinks from becoming doubles, and they will be applying a fix on the November 6th patch. You will see all DHS-equipped Mechs running cooler starting the afternoon of Nov 6th.

And you're right about the CASE - it's a blow-out device that works only if you store the ammo where the CASE is. Clan-Technology allows Clan CASE to be mounted on Arms, but we aren't up to that point in the storyline yet.

Edited by Prosperity Park, 31 October 2012 - 12:18 PM.






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