MechWarrior: Online - Catch all

IIRC, according to tabletop(and the Mechwarrior games), Gauss Ammo couldn't explode, but the weapon itself could if it took a critical hit.

http://www.sarna.net/wiki/Gauss_rifle

cube wrote:

IIRC, according to tabletop(and the Mechwarrior games), Gauss Ammo couldn't explode, but the weapon itself could if it took a critical hit.

http://www.sarna.net/wiki/Gauss_rifle

Sorry, that's right, I was backwards. In MWO, the Guass weapons can explode for 20 damage.

The Cat 2x I have equipped with the LBX-10 in the ballistic spot, 2 SSRMs or 2 SRM 4s in the left arm, a large laser in the right, and a couple of MLS in the torso. Running a stock 280 engine.

It's more of a mid range support brawler. I generally sit around behind the big guys taking potshots with the lasers until the brawl starts, then I'm able to help support the assaults by targeting the lights and mediums with the LBX 10 and missiles in addition to the lasers.

I'm not great at it, but I'm better able to control things with that build than my 1X for some reason. I know Cataphracts aren't supposed to be good brawlers due to the prominent side torsos. But I still have fun with that build.

I thought Gauss Ammo couldn't explode and it was useful as a crit diversion?

What did you do to your Cataphract? My 2x is a glass cannon. I'm not really enjoying the long range ballistics part of the game.

Similar to above, my jaggermech is also a glass cannon. It has low armour for a heavy.
I did set up my mouse's sniper button, though so maybe that will improve things.

That might be your explode for no reason thing... good to know. My Jag has a gauss rifle.

Ghostship wrote:

That might be your explode for no reason thing... good to know. My Jag has a gauss rifle.

Here's the quote:

Unlike most Ballistic weapons, the ammunition of a Gauss Rifle is inert and will not explode if destroyed by a Critical Hit. The Gauss Rifle itself though will explode for 20 points if destroyed. The damage from the explosion is first applied to the remaining internal structure of the location it is housed in. If the location it is housed in has less than 20 hit points remaining, damage is transferred inward to the next section.

No, my Jager is loaded up with 2 AC10s and all of the ammo is in the side torso with CASE. I think the problem is the XL engine. I love the punch and look of the Jager, but I really seem to explode after very little abuse. Of course part of the problem is that the rest of the time I'm driving an Assault mech so maybe I need to be more watchful about crossing the exposed wasteland to engage the enemy.

Yeah, if you lose an arm (which is rather easy on a Jag) and damage is being applied to the side torso, it's bye bye. Your XL engine makes your CT and side torsos one big hitbox.

If you run an XL, you should be in a build that never stops moving, and rarely, if ever, goes less than top speed, and uses cover a lot.

You could snipe with and XL I suppose, but when everyone knows the maps cold, and there are only a few good spots, it's not that useful.

It's kind of amazing to watch how the little tweaks, and mech additions change the gameplay. It was a brawler's game (srm brawlers) until the Jaggermech came in (and the missile nerf). Now it's long distance ballistics game.

I'd like to see what procedural terrain would do, but there's no way that's possible.

I had six AC2s in the thing but the heat was unmanageable.

I think I'll pull out the XL engine and see what I can do adding in the advanced structure to get the weight down so I can continue to have the two AC10s.

A new patch was released yesterday.

Patch notes

A new mech, a Champion mech (10% MC boost), and Lance capabilities.

sr_malo wrote:

A new patch was released yesterday.

Patch notes

A new mech, a Champion mech (10% MC boost), and Lance capabilities.

A big thing is the network code for ballistics that should make them more accurate if you've got latency.

Is ammo much of an issue in mwo?
Or is it the matches are quick enough that the drawback of ballistic weapons is lessened?
Or are there things like ammo drops or re-supply depots?

fangblackbone wrote:

Is ammo much of an issue in mwo?
Or is it the matches are quick enough that the drawback of ballistic weapons is lessened?
Or are there things like ammo drops or re-supply depots?

Depends on what you're doing and what weapon. AC20s for instance don't get many shots per ton of ammo.

If you want an AC 20 and you want to shoot a lot, you have to give up other things to be able to fit in enough ammo.

Right now, there are no ammo depots, etc. Or repairs mid round. But currently, rounds aren't that long. Ten minutes is probably higher than the average, but a lot of it depends on map size. I'd say it will change a bit when they add a third lance per side and it goes to 12v12.

I'm getting extremely frustrated playing solo.

IMAGE(http://i.imgur.com/YcuMC1j.jpg?1)

Atlas died and got hung up on some prop geometry.

Holy...

MannishBoy wrote:

Holy...

I think I've done close to a 1000 points of damage in a match once, but I was in something like an Atlas. That guy made it look effortless.

Nevin73 wrote:
MannishBoy wrote:

Holy...

I think I've done close to a 1000 points of damage in a match once, but I was in something like an Atlas. That guy made it look effortless.

That was some awesome driving. I've got to get better.

Looks like the desert map and a new mech is in this week's release. Looks pretty cool. Seems to be almost a trench based battlefield with lots of elevation dependent fighting, and possibly some good use for jumpjets tactically.

Just bought an X-5 on the champion sale a couple of weeks ago, and am enjoying learning to play a faster mech.

Any body at all playing this? Last patch seems to be causing me to randomly crash. Never had this problem before.

I'm in and out at random times but I haven't given it a go this week.

Looks like it has something to do with networking. You see malformed packets in the log then a crash.

I've not been in awhile because my install got corrupted and i've not bothered to reinstall it yet.

I've been on the losing side in the vast majority of my games. It's really much better with 2-4 of us together.

But I still like it. Trying to learn new play styles is challenging, too. Right now, trying to figure out a pseudo light style with the Cicada.

I have been dabbling around with MWO last night and this morning. It doesn't leave the best immediate impressions. Pick a trial mech and click launch. Except you really have no idea how to use any of the trial mechs so your initial impressions are that they suck. (due to things like erratic weapons grouping or only having 2 feeble, short ranged weapons) So about 50% of your first matches are dying with only 5-20 damage done no matter whether you survive the match or die in the first 2 minutes.

But, like other mechwarrior games, you start to figure things out and get more effective with the weapon load outs. You see the splash screen tips that shows you how to adjust weapon groupings. And you start getting a kill or two in addition to a handful of assists.

PLus while GXP seems to earn at a snails pace (5-20 per mission when basic pilot abilities cost 750?) you do earn pretty decent money to buy a mech and add it to your mech bay.

So the question is, I am saving up for an awesome. I have 6.8 million credits with fairly minimal play time. Is this wise or should I continue to save? Mechs in your mechbay need to be repaired/refit after every battle right? I can keep using trial mechs to get cash if I am not able to afford the upkeep of a purchased mech right?

PUG groups run the gamut of disorganization. I was in one group that destroyed the opposition but was not organized at all. This pair of ravens took off on their own and single handedly contributed to 90% of our victory with both kills and capture points. They were certainly coordinated but not part of the team perse.

I actually don't have a problem with PUGs or losing so far. The game does give me a sense of progressing no matter what I do. There is something satisfying about pounding other mechs whether you win, lose, last 20 seconds or last 10 minutes. Spectating is actually pretty fun too. It is a little chaotic watching small mechs but it is satisfying.

Mechs don't need refit or repair. If you want a certain mech, buy it and play with it. Then save the money to buy the modifications (weapons, whatnot) that you want to make to it.

fangblackbone wrote:

I have been dabbling around with MWO last night and this morning. It doesn't leave the best immediate impressions. Pick a trial mech and click launch. Except you really have no idea how to use any of the trial mechs so your initial impressions are that they suck. (due to things like erratic weapons grouping or only having 2 feeble, short ranged weapons) So about 50% of your first matches are dying with only 5-20 damage done no matter whether you survive the match or die in the first 2 minutes.

But, like other mechwarrior games, you start to figure things out and get more effective with the weapon load outs. You see the splash screen tips that shows you how to adjust weapon groupings. And you start getting a kill or two in addition to a handful of assists.

PLus while GXP seems to earn at a snails pace (5-20 per mission when basic pilot abilities cost 750?) you do earn pretty decent money to buy a mech and add it to your mech bay.

So the question is, I am saving up for an awesome. I have 6.8 million credits with fairly minimal play time. Is this wise or should I continue to save? Mechs in your mechbay need to be repaired/refit after every battle right? I can keep using trial mechs to get cash if I am not able to afford the upkeep of a purchased mech right?

PUG groups run the gamut of disorganization. I was in one group that destroyed the opposition but was not organized at all. This pair of ravens took off on their own and single handedly contributed to 90% of our victory with both kills and capture points. They were certainly coordinated but not part of the team perse.

I actually don't have a problem with PUGs or losing so far. The game does give me a sense of progressing no matter what I do. There is something satisfying about pounding other mechs whether you win, lose, last 20 seconds or last 10 minutes. Spectating is actually pretty fun too. It is a little chaotic watching small mechs but it is satisfying.

First, there's now a test range you can load up. It's under the button where you select game type. Go there and configure your weapons firing groups (controlled with the arrow keys and ctrl to add or remove weapons from a particular number group).

Second, you earn cash much faster as a new player to allow you to buy that first mech. Your first 25 matches will give you a higher earn rate of C-bills that you can use to buy stuff, so I think by the end you will have around 8 million after those first 25 matches.

I personally didn't want to wait and get an assault mech as my first. I decided to start with something more reasonable. I think mediums make good first mechs as you can learn what you like about the game with a flexible medium that allows you to use multiple types of loadouts. Something like the Hunchback 4SP that can run energy, ballistics, and missles in a well rounded mech. It also allows you to actually be able to upgrade the first mech you bought to suit your needs. If you start trying to switch up loadouts on an Assault, you might not have the money for a long time.

But it's really up to you. I'd just ask around for whatever mech chassis you decide you want and make sure you get the most flexible one in class first, so you don't end up spending millions of c-bills on something you hate.

It works much better with a group. We should decide a time and get up to 4 of us together to drop together as a lance so that we can coordinate.

EDIT: Nevin's right, they removed repair and rearm costs quite awhile back.

Also, I think you can earn more playing assault vs conquest when compared to time spent in game. Assault games play out much faster.

What is the normal rate for money gain? It seems now I am getting roughly 400k-500k per match. Is it halved? I can't imagine it being more than that and even at half rate that seems a pretty good clip for someone who has a long way to go to be more than passively effective.

So what is a decent damage amount per match? 300? I think my highest is 198. I seem to average about 100 with lots of times in the 60's and most of the other times in the 120's - 140's.

My best kill results so far is 2 kills and 8 assists. My worst is the first time I tried regrouping my weapons. I had 1 assist with 6 damage and I was the first to die.

fangblackbone wrote:

What is the normal rate for money gain? It seems now I am getting roughly 400k-500k per match. Is it halved? I can't imagine it being more than that and even at half rate that seems a pretty good clip for someone who has a long way to go to be more than passively effective.

In a light medium (Cicada), I've been earning from 50K to 150K on most matches. Assaults will generally earn more if you're doing what you're suppose to.

I think the average is to earn 700,000 or so over an hour's worth of games playing the assault mode.

Starting to really enjoy the Cicadas. Bought the X-5 on the 50% off sale 2-3 weeks back, then got the 2A variant and loaded 5 large lasers. Both are fun. Thinking about buying the 3M to try my first ECM mech, plus get the extra XL engine (I'm bad about moving expensive engines from mech to mech to save Cbills.

I've really been having fun trying to do the win challenges they do mid-week lately. Last week it was 10 wins Assault, and 10 wins Conquest. The reward was a bullet necklace that you can hang in your cockpit.

It kind of scratched that Battlefield 3 assignment itch.