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Pattonesque posted:aside from the idiocy of charging for that, wouldn't people just find the four or five best unmodified builds and run with those? An awful lot of unmodified mechs are simply unworkable -- mediums that go 64 KPH, lights that straight-up WILL NOT COOL DOWN on certain maps, etc. Don't forget ammo counts that are intended for a turn based game with half the armour levels of mwo and mechs with terrible equipment positioning (ctf-3D with ammo in the side torsos, XL engine and CASE lol).
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# ? Sep 5, 2014 17:00 |
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# ? May 29, 2024 10:15 |
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Arquinsiel posted:It'll have the same pod space, but with PGI's hardpoint mess it'll depend on what variants they pick as to how many guns it can actually fit. I suspect the C won't show up somehow. Oh no, you mean they might deny access to the worst possible variant of a `Mech (1 ballistic slot in each arm, no hardpoints in any torso) that they may or may not even design and release at some future point? I know people really like the Mad Dog. I'm one of them, it's got a neat design. It's still going to be red-hot garbage if they ever add it to MWO, especially since the Timberwolf will likely have been available for C-Bills for five years Fil5000 posted:Don't forget ammo counts that are intended for a turn based game with half the armour levels of mwo and mechs with terrible equipment positioning (ctf-3D with ammo in the side torsos, XL engine and CASE lol). A smart company would make that meaningful by giving a "bounty bonus" to c-bills for killing an enemy pilot, with CASE protecting the pilot from being killed by side-torso engine destruction and denying someone free money. :iamafag: PoptartsNinja fucked around with this message at 17:15 on Sep 5, 2014 |
# ? Sep 5, 2014 17:03 |
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PoptartsNinja posted:Oh no, you mean they might deny access to the worst possible variant of a `Mech (1 ballistic slot in each arm, no hardpoints in any torso) that they may or may not even design and release at some future point? The way they implemented omnipods, you could just swap in the torso hardpoints of another variant. Current clan mechs are mix and match to your heart's desire. Every single timberwolf has jumpjets for this reason.
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# ? Sep 5, 2014 17:08 |
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What clan mechs are good and which are not so good? E: Actually just list good mechs overall and mechs to avoid.
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# ? Sep 5, 2014 17:14 |
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imperialparadox posted:It's pants-on-head retarded that people want PGI to charge them for the ability to play the game though. PoptartsNinja posted:Oh no, you mean they might deny access to the worst possible variant of a `Mech (1 ballistic slot in each arm, no hardpoints in any torso) that they may or may not even design and release at some future point?
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# ? Sep 5, 2014 17:15 |
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Dramicus posted:The way they implemented omnipods, you could just swap in the torso hardpoints of another variant. Current clan mechs are mix and match to your heart's desire. Every single timberwolf has jumpjets for this reason. It's pretty funny really. Switchable omnipods means that after you master your mechs, you literally have no reason to keep two of the variants unless you are just too lazy to switch parts around for different builds (which is understandable given the state of the current UI). I think one of the few exceptions to this is the one Timber Wolf with an energy mount in the CT, which gives you a reason to keep it alongside the Prime if you have the bonus with it.
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# ? Sep 5, 2014 17:18 |
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To be fair, most IS mechs only have one or two variants worth keeping once you master them too.
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# ? Sep 5, 2014 17:24 |
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KyloWinter posted:What clan mechs are good and which are not so good? Anything at an efficient weight is probably going to be pretty reliable: Efficient weights: 35 tons (lights) - Firestarter, Jenner, and Raven all fall in here and they're all pretty good! The Adder is poo poo, though 55 tons (mediums) - Stormcrow, Wolverine, Griffin 75 tons (heavies) - Timberwolf, Orion (the Orion's hardpoints kinda suffer, IIRC. I don't own one) 85 tons (64 kph XL engines) (fast assaults) - Stalker, Battlemaster, Warhawk 100 tons (slow assaults) - Atlas, Dire Wolf
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# ? Sep 5, 2014 17:52 |
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I don't know about tabletop, but the Griffin is pretty much just a physically bigger wolverine, I would say the Shadow Hawk is better for the ability to take ballistics. The Wolverine does everything the Griffin does, but is a smaller target. The Banshee is also quite good, it's in that weird space where it can be a fast assault or a slower assault with loads of firepower. Edit: Also, if you go with a ballistic-heavy banshee, it's one of the few mechs that can match a Dire Wolf in ability to poo poo out damage. Dramicus fucked around with this message at 18:13 on Sep 5, 2014 |
# ? Sep 5, 2014 18:09 |
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PoptartsNinja posted:Anything at an efficient weight is probably going to be pretty reliable: The Stalker is unique in that its massive side torsos and generally symmetric profile mean, if the pilot is up on twisting, you have to chew through an awful lot of armor to kill it.
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# ? Sep 5, 2014 18:27 |
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PoptartsNinja posted:Anything at an efficient weight is probably going to be pretty reliable: Thanks. Are any of the hero mechs any good?
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# ? Sep 5, 2014 18:29 |
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KyloWinter posted:Thanks. Are any of the hero mechs any good? The ones that come to mind are the Misery, Dragon Slayer, and Ember. That being said, don't spend money on this game until they actually deliver on CW (hahaha)
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# ? Sep 5, 2014 18:33 |
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KyloWinter posted:Thanks. Are any of the hero mechs any good? The Boar's head is an RS with more energy slots in the arms. But if you are going to pilot an Atlas, you should almost certainly take a DDC. The Ember is good, but it's a light without ECM. The Firebrand is pretty good, but it suffers from the same fragileness problems as the other Jaegermechs. The Misery is actually a good mech, full-stop. It is a Stalker which can also take ballistics. The Flame is the best Dragon variant of them all, but it suffers from the problem of being a Dragon. All of the Clan invasion variants are great of course, you get the C-bill bonus in addition to the ability to swap in any hardpoint.
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# ? Sep 5, 2014 18:36 |
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KyloWinter posted:What clan mechs are good and which are not so good? Stuff avaiable for C-bills only here because gently caress you, don't spend money on this awful game. Good Lights: Jenner, Raven, Firestarter, some folks have luck with spiders and commandos due to going Way Too Fast but it is gimmicky and very skill reliant. Mediums: Centurians, Shadowhawks, maybe Cicada if you want to play a pseudo-light with ECM. Heavies: Jaggermech, Orion, honestly playing a heavy deprives your team of a timber wolf which is bad. Assault: Stalker, Atlas, I see some folks in Banshees and Awesomes these days but honestly the DDC is the best assault brawler C-Bills can buy and the Stalker is a mean LRM boat or durable brawler. Avoid: Light:Locust, Commando Medium: Trebuchet, Vindicator, Kintaro Heavy: Catapult, Dragon, anything that is not a timber wolf Assault: Highlander, poptarting is dead. Ash Rose fucked around with this message at 19:18 on Sep 5, 2014 |
# ? Sep 5, 2014 19:11 |
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If you have spare MC laying around alot of the Heroes are going to be 50% off periodically over the next 4 days, also there is a new challenge for free stuff this weekend. http://mwomercs.com/news/2014/09/941-lance-challenge
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# ? Sep 5, 2014 19:13 |
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Oh gently caress me a Lance Challenge. Greetings MechWarriors, We are pleased to invite you all to try out our first ever Lance Challenge. You can track your progress in the Challenges page here: https://mwomercs.com/profile/stats?type=challenges. You are automatically entered into any challenge, no opt-in required. There are three tiers to this challenge, each with their own reward unlocked upon completion. Points are assigned based on Kills, Assists, TAG, NARC and Spotting. If your team successfully wins the match, 4 additional points will be added your total. In order for points to be awarded, you MUST be in a group of 4 players: No more, no less. You may, however, mix and match your lancemates across the weekend, as well as play in any game modes. Please see the notes below for more specific details on the Challenge. See you on the battlefield! Event Type: Challenge. Event Begins: Friday, September 5th, 2014 at 10AM PDT / 1PM EDT / 5PM UTC. Event Ends: Tuesday, September 9th, 2014 at 10AM PDT / 1PM EDT / 5PM UTC. Prizes: Tier 1 (200 Points): 3-days of Premium Time. Tier 2 (550 Points): 1 Free Mechbay. Tier 3 (950 Points): 6 million C-Bills. Scoring: Points are only awarded while playing in a Group of 4. Kill: 1 Point. Assist: 2 Points. Spot Bonus: 2 Points. TAG Assist: 2 Points. NARC Assist: 2 Points. Victory: 4 Points. Who is ready to play 100 games with me?!?!?!?!
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# ? Sep 5, 2014 19:29 |
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I was usually walking away with 6-8 assists every match last night in my NARCcat in PUGs just through my ill-advised strategy of kamikazeing into the middle of the other team, shooting up any ECM mechs I could find while popping NARCs on as many people as possible before going out in a hail of fire. I ought've thought to carry a drone with me to launch while they were all distracted with my antics; would've probably helped some more. NARCs are now amazingly good in the lurmboat meta, as long as you can take out the enemy ECMs.
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# ? Sep 5, 2014 19:41 |
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Is it assist per dude? Because I get 7-8 assists per game reliably. This should actually be a decent challenge. I guess I know how goons are dropping tonight.
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# ? Sep 5, 2014 19:44 |
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Paramemetic posted:Is it assist per dude? Because I get 7-8 assists per game reliably. This should actually be a decent challenge. I guess I know how goons are dropping tonight. Just from challenges I'll be able to rack up 3 open mechbays after this weekend. Now I just need to figure out what mech to master next. Hell, with my playstyle the way it has been I might conceivably have a shot at the CBills (couldn't be arsed to grind up 50 wins last time).
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# ? Sep 5, 2014 19:49 |
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Some semi-organized lance action with goons is almost, almost, enough to bring me back in for a while.
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# ? Sep 5, 2014 19:49 |
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Honestly I'd like to go all the way with this one, since it's grouped up and it'll be easy enough to earn cbills anyhow, the extra 6.5M at the end would be nice.
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# ? Sep 5, 2014 19:56 |
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Just browsed some stuff on smurfy's. Are those ammo-per-ton stats for clan weapons bugged or is it as insane as it looks? 35 shots of ac20 for a ton? The clan uac20 taking up LESS space than its regular clan counterpart? I know clans are silly but this is more than I thought it would be.
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# ? Sep 5, 2014 19:57 |
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Mindblast posted:Just browsed some stuff on smurfy's. Are those ammo-per-ton stats for clan weapons bugged or is it as insane as it looks? 35 shots of ac20 for a ton? The clan uac20 taking up LESS space than its regular clan counterpart? I know clans are silly but this is more than I thought it would be. It fires 5 shots per trigger pull. So 4 tons = 28 shots.
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# ? Sep 5, 2014 20:04 |
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Patch notes are up: Clan "nerfs" ER-Larges are better now ER-Medium/Large-Pulse/Medium-Pulse are basically the same Small lasers got hosed to hell and back Streaks fire faster now LRMs fire slower.
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# ? Sep 5, 2014 20:13 |
How hard are xml file changes? Let's have Paul tell us:Paul Inouye posted:As I was confirming numbers for the patch today with QA, we found a discrepancy in the weapon file. The current value in the patch being released today has the IS ER-Large Laser duration set to 1.5. It is supposed to be set to 1.25 to separate it more from the IS Large Laser.
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# ? Sep 5, 2014 20:23 |
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It's OK. He can't hear our complaints over the sound of the gold-plated Cocaine.
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# ? Sep 5, 2014 20:44 |
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Ardlen posted:How hard are xml file changes? Let's have Paul tell us: "Well, we found out the patch we put together didn't have what we thought we put in it, and fixing the mistake might have taken some time or effort, so we just figured you're the sort of idiots who would accept any sort of bullshit we shovel into the content pipe. We aren't going to fix it." - A MWO Lead Developer
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# ? Sep 5, 2014 20:51 |
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Dramicus posted:Patch notes are up: ER Mediums got hosed pretty hard too. I was testing last night to see if the x2 elite bonus was actually working now, since it hadn't been back in 2013 when I played last. Stuck four ER mediums on my Madcat, loaded the HPG map, held down the trigger and counted the number of volleys before the mech shut down. It was twelve. Exited the map, bought the last elite skill, reloaded the map, repeated the experiment, got sixteen volleys before hitting shutdown. So hey, they actually did manage to fix that, great for them to have done something right. Today I did the same thing, and those same four lasers on the same mech caused a shutdown after eight volleys. Loaded up a Nova with just six ER mediums, under half of what they usually carry, and it went into shutdown on the fourth volley. And that's without ghost heat kicking in; a stock Nova alphaing is probably going to explode at this point. Hiking the small laser heat by 50% is just insane. And nerfing pulses is also mostly insane. Decreasing their range so they don't outrange the ERs makes sense, but they already had poo poo heat:damage ratios, which just got made worse. Slowing LRMs is just shrug-worthy, don't see it really impacting much of anything, and speeding SSRMs is desperately needed because their refire rate was just retardedly slow. It's not a lot better now; making an SRM6 take longer to reload than an LRM20 is still stupid. But any improvement helps I guess?
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# ? Sep 5, 2014 20:52 |
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Pattonesque posted:The ones that come to mind are the Misery, Dragon Slayer, and Ember. Marmoset. (Ilya Muromets)
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# ? Sep 5, 2014 20:58 |
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quote:Clan Large Pulse Laser damage down from 11.8 to 11.6 Yes, .2 damage is absolutely noticeable.
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# ? Sep 5, 2014 20:59 |
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Wales Grey posted:Yes, .2 damage is absolutely noticeable. Combined with a 12.5% heat increase, a worse ghost heat penalty, and a 12.5% range decrease, all bearing in mind that the gun was already the shittier little brother to the ER larges.
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# ? Sep 5, 2014 21:15 |
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PoptartsNinja posted:Anything at an efficient weight is probably going to be pretty reliable: 85t is also a breakpoint for jumpy assaults, in theory. In practice, it's 80t, as with the Victor. The only jumpy 85t mechs, like the Katana, Templar, and Seraph, probably won't ever make it to MWO.
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# ? Sep 5, 2014 21:17 |
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Dramicus posted:I think it's funny when everyone shits on the Summoner, it's a perfectly fine mech. It might even be considered balanced. The only problem is that it isn't a Timber Wolf, so everyone gives it a hard time. There is nothing actually wrong with it. Nah, it's pretty bad because it has a big, heavy engine, 5 tons of JJ's you can't remove, and very few hardpoints. Also, it's a nice, broad target and easy to kill. The Stormcrow can mount a larger, more diverse array of guns (26 tons v 21 tons IIRC) while being smaller with a better profile, faster, and only slightly less armored. The Timber Wolf absolutely blows it away in every respect. If you could pull the JJ's off the thing, it would be pretty solid, but only 21 tons of space for weapons and running FF instead of Endo is bad. To top all this off, it doesn't even have its guns in good spots like a Jaeger or Stalker, the arm mounts are extremely low hanging. It can get ballistic slots up high on the shoulders, but it has so little space you can't even run twin AC-10's. 2x UAC-5's and 4 erm lasers are the best you can manage, and for a 70 tonner that's pretty weak. It's worse than the Cataphract by far, all it has going for it is JJ's plus reasonably good speed for a heavy, but it's not really fast enough for that to matter. It sucks, because the Summoner is one of my all time favorite mechs from the tabletop, but it's just bad in MWO.
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# ? Sep 5, 2014 21:22 |
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Wales Grey posted:Yes, .2 damage is absolutely noticeable. little XML tweaks rather than inventing huge dumb subsystems like ghost heat is good though
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# ? Sep 5, 2014 21:25 |
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I have 1600 MC or so sitting around, I might buy that dumb Oxide robbit for cbill grinding. I don't like it because it's a Jenner with no lasers which is dumb, but gonna LRM wolfpack with my Oxide buddy and it will be hilarious.
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# ? Sep 5, 2014 21:26 |
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quote:Today I did the same thing, and those same four lasers on the same mech caused a shutdown after eight volleys. I hate to nit-pick as your post isn't whiney or complaining at all but... 4 clan ER Medium lasers you say... So thats 28 points of damage over a 1.3 second beam. Eight times. Repeating. 4 C-ER med lasers (450, 900 max), 28 point of damage, eight times. And thats a nerf? Maybe compared to where it was... But you do realise the MadCat is a heavy right?! I know it can stand up to any assault mech the IS has, and I know that the Madcat is the face of the universe... But lets just think about there here. On my Banshee I use 4 Medium lasers with my Gauss Rifle, 95 tons. My Catapult I just don't think could cycle something like that, while 10 tons lighter, sure, it just couldn't handle it. I cycle 3 Large Lasers chain fire but thats with so many DHS that I can only use SRM2 x2 on the shoulders. 4 C-ER med lasers, 28 points of damage eight times. Nerfed. I'm kind of scared of what it was, I didn't know it was that bad before! NOVAs typically run 12 ER Small lasers, not medium. Don't know where that came from.
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# ? Sep 5, 2014 21:29 |
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quote:LANCE CHALLENGE This is not a terrible idea.
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# ? Sep 5, 2014 21:32 |
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Gargoyle posted:NOVAs typically run 12 ER Small lasers, not medium. Don't know where that came from. He's talking about the stock Nova there, which does run 12cERML.
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# ? Sep 5, 2014 21:36 |
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The Gate posted:Nah, it's pretty bad because it has a big, heavy engine, 5 tons of JJ's you can't remove, and very few hardpoints. Also, it's a nice, broad target and easy to kill. The Stormcrow can mount a larger, more diverse array of guns (26 tons v 21 tons IIRC) while being smaller with a better profile, faster, and only slightly less armored. The Timber Wolf absolutely blows it away in every respect. If you could pull the JJ's off the thing, it would be pretty solid, but only 21 tons of space for weapons and running FF instead of Endo is bad. To top all this off, it doesn't even have its guns in good spots like a Jaeger or Stalker, the arm mounts are extremely low hanging. It can get ballistic slots up high on the shoulders, but it has so little space you can't even run twin AC-10's. 2x UAC-5's and 4 erm lasers are the best you can manage, and for a 70 tonner that's pretty weak. It's worse than the Cataphract by far, all it has going for it is JJ's plus reasonably good speed for a heavy, but it's not really fast enough for that to matter. The thing that really kills the Summoner and to some extent the Warhawk is the fact that they inexplicably have ferro-fibrous instead of endo steel. Well, not quite inexplicably, the explanation is that the wargame mechs are set up that way, but there's no good reason for them to be configured like that in the first place. Those are precious precious criticals devoured by a plainly worse option. It's basically flushing a few tons down the toilet that could have really helped both mechs.
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# ? Sep 5, 2014 21:40 |
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# ? May 29, 2024 10:15 |
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sebmojo posted:This is not a terrible idea. For all that PGI is poo poo (and it's more poo poo than a septic tank after taco night) the last few challenges have actually been pretty damned good, and they've been iterating on them to make them better each time (first it was only kill=point, then assist also count as a point, now a group challenge with the previous points + spotting).
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# ? Sep 5, 2014 21:42 |