MechWarrior: Online - Catch all

If it lends any credibility to my argument, I was wondering why this guy was standing beside the capture point for a good minute, instead of standing in it. I mean, he's standing totally still, so there's no enemy there right? (wrong), why not stand in the capture zone and do two things at once?

I'll make a point of going into vent.

Like you guys, I burn off two or three matches at a time, when I can. That doesn't make for good meet up ability. Probably working tonight though, instead of gaming, after the ankle biters are asleep.

I still can't top my Centurion 9a. It's just mostly my style of play. Heavy enough to take some damage, fast enough to get in, hit and get out.
I like my spider, but capping is not much fun. On the bigger maps, it's just run from point to point, to try and keep the resource race even. I like when I get a chance to fight.

Someone said I'd like a hunchback.
My jaggermech, and catapult are yet to find a niche loadout and play style.

Might try for a Raven.

I'm starting to hit the point where I have to grind after getting all the XP unlocks for my next Mech. This time, it's with a mech that I don't enjoy as much. For some reason, I can't find my grove with the Cataphract 1X like did with the 2X, which I built into a decent brawler.

I keep thinking I want a light, but then I think the Cicada is almost a light with a bit more weight. So I'm looking at the CDA-3M. It already comes with the XL engine, double heat sinks, and can be equipped with ECM. It's more expensive, but you don't have to spend as much to get it to a good load out. It might make a good hit and run range platform with 2xER PPCs and ECM.

Is it just my setup or does the Jager see to blow up for, like, no reason?

Nevin73 wrote:

Is it just my setup or does the Jager see to blow up for, like, no reason?

What's the load out? Gauss ammo can explode, and if you use XL engines, some mechs can blow up from side torso damage.

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.