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> Mechwarrior: Online, Calling all Mechwarriors! (I know theres at least a few of us here
bannockburn
post Nov 2 2012, 06:06 PM
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Save towards the jenner (IMG:style_emoticons/default/smile.gif)
But that's just personal preference, I hate the Commando
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Stahlseele
post Nov 2 2012, 06:24 PM
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Being the cynic that i am, i suspect blatant cash grab . . .
And to generally slow down progression through the tiers.
Remember, canonically in the Assault-Mech-Class a SINGLE WEAPON can cost more than an entire light and even the occassional medium Mech . .
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Starmage21
post Nov 2 2012, 07:16 PM
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QUOTE (Tanegar @ Nov 2 2012, 12:57 PM) *
Just broke one million C-bills. Torn on whether to get a classic COM-2D Commando or save toward a Jenner.

I'm trying to think of a reason why they would reduce C-bill payouts other than to make buying MC more attractive, and I'm drawing a blank. Is it really a naked cash grab, or am I missing something?


I'll keep driving the starter Awesome until I can get a decent medium or heavy.
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Tanegar
post Nov 2 2012, 07:23 PM
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My pilot name is Hakkonen, if any of you care to look me up, or if we do get a Dumpshock merc unit off the ground.
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Stahlseele
post Nov 2 2012, 07:58 PM
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So, i got a Beta Invite for Mechwarrior Tactics . . anybody else here get in?
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Starmage21
post Nov 2 2012, 08:06 PM
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QUOTE (Stahlseele @ Nov 2 2012, 02:58 PM) *
So, i got a Beta Invite for Mechwarrior Tactics . . anybody else here get in?


Ya. So far I am not enthused by gameplay. The little cinematics are cool though, WHEN the camera works.

I dont know why game designers cant just port tabletop rulesets into a video game. *looks at Megamek lovingly*
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Tanegar
post Nov 2 2012, 08:17 PM
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QUOTE (Starmage21 @ Nov 2 2012, 03:06 PM) *
Ya. So far I am not enthused by gameplay. The little cinematics are cool though, WHEN the camera works.

I dont know why game designers cant just port tabletop rulesets into a video game. *looks at Megamek lovingly*

W3rd. Stick a good-looking engine on top of MegaMek, and there's your product. XCOM proved turn-based tactical games can be done right, and can be successful.
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cryptoknight
post Nov 2 2012, 08:28 PM
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QUOTE (Stahlseele @ Nov 2 2012, 02:58 PM) *
So, i got a Beta Invite for Mechwarrior Tactics . . anybody else here get in?


What sort of offering did you have to give them? I've been begging for one since the aborted attempt to give them out at Gencon.
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_Pax._
post Nov 2 2012, 09:01 PM
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QUOTE (Falconer @ Nov 2 2012, 01:19 PM) *
As soon as they install a 3rd person perspective. I'm gone. It's one of the worst implementations ever to come out of console first person shooters.

It utterly breaks the experience and is a huge benefit. It's hard enough already to fight big mechs in something small like a jenner. Half the time you rely on their confusion on not knowing where you are in their back. That kind of situational awareness just makes it even easier for big stuff to blow light stuff to hell in a single salvo. It's not like the board game where speed is life and makes most of the stuff miss... this is a twitch game where missing is the exception to the rule.


And yet, in-setting? Battlemechs come with a compressed, 360-degree visual display. That is to say, they don't HAVE blind spots to hide in. They have areas their weapons might not all reach into, they might even have "firepower shadows" where NONE of their weapons reach ... but they don't have blind spots.

Heck, the two Medium Lasers in most Atlas chassis' torsoes? Are supposed to point backwards, precisely for dealing with pesky Lights like your Jenner.

Then again, I think letting players aim, and making it pure-twitch, is a huge mistake. They really should have included inaccuracy in their weapons, including "where on the target do you actually HIT".
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Stahlseele
post Nov 2 2012, 09:05 PM
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QUOTE (cryptoknight @ Nov 2 2012, 09:28 PM) *
What sort of offering did you have to give them? I've been begging for one since the aborted attempt to give them out at Gencon.

none at all . .
seems my name is good enough in the battletech world for this kind of stuff to happen to me O.o

also:
don't worry, you are, in my opinion, not missing all that much yet . . can't figure half of it out yet and the other half does not work as well as intended . .
and if they get rid of these problems, then it's still basically just megamek with a bit nicer graphics and animated movement and combat . .
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X-Kalibur
post Nov 2 2012, 09:06 PM
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QUOTE (_Pax._ @ Nov 2 2012, 01:01 PM) *
And yet, in-setting? Battlemechs come with a compressed, 360-degree visual display. That is to say, they don't HAVE blind spots to hide in. They have areas their weapons might not all reach into, they might even have "firepower shadows" where NONE of their weapons reach ... but they don't have blind spots.

Heck, the two Medium Lasers in most Atlas chassis' torsoes? Are supposed to point backwards, precisely for dealing with pesky Lights like your Jenner.

Then again, I think letting players aim, and making it pure-twitch, is a huge mistake. They really should have included inaccuracy in their weapons, including "where on the target do you actually HIT".


Just aim for the legs.
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Stahlseele
post Nov 2 2012, 09:31 PM
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Legging is heavyly frowned upon.
Trolling Par Excellance . .

That having been said:
DOO EET!
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bannockburn
post Nov 2 2012, 09:35 PM
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It's also not really useful, most of the time. Legs are almost as well armored as CT, usually.
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X-Kalibur
post Nov 2 2012, 10:35 PM
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QUOTE (bannockburn @ Nov 2 2012, 01:35 PM) *
It's also not really useful, most of the time. Legs are almost as well armored as CT, usually.


Not in first gen mechs, lots of even the heavies have paper thin legs. Take a look at the Marauder, Warhammer, and Rifleman as quick examples off the top of my head. Sure, you could just park them behind level 1 terrain, but the shots at you are on the punch location table... (I think they fixed that in a later supplement so that it was a full body shot and legs meant you hit cover)
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Stahlseele
post Nov 2 2012, 10:51 PM
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yep, that's the exact fix.
aside from kicks while the other one is on level 1 next to you, then he kicks on the punch table . .

and even today the legs usually only have as much armor as the side torsos and the ct still has more.
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Falconer
post Nov 2 2012, 11:12 PM
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Well here's my experience so far.... even a fully upgraded Jenner-F (2ML, 4SL, 11 DHS, AMS), and nearly max FF armor and endosteel doesn't quite cut it. Really, run plus SL's only slowly overheats. Laser damage is pathetic... even when you get right behind a big mech and keep working over his CT rear.


I suspect part of the problem is the jenners silhouette. The CT/cockpit are really large... compared to mechs like the Raven. And I went with the F from boardgame experience... here 2 missiles are your best friend though and they do a lot of damage for the heat. Looking at the heat it's no wonder why... DHS are gimped (only about 40% increase in effectiveness over base), and energy weapons are screwed over... (small laser 2 heat, 3 damage. med laser 4 heat, 5 damage. When in board game SL is only 1 heat and medlaser only 3.

Any kind of long range beam is similarly a lousy deal in a field dominated by LRM boats.

I don't think I'll stick with this. The game mechanics are pretty poor and unrewarding to any attempts at skill over brute size advantage. Example... scouts might actually work as scouts if their sensor profiles were far reduced in range. Instead you can lock them at the same distances as everything else.
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bannockburn
post Nov 2 2012, 11:15 PM
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I had no problems so far to kill assaults with a Jenner or a Raven. I just prefer the Raven as it doesn't look like crap *g*
Best game I had was in a 6 Small Laser Jenner, killing 6 of the enemy team with constant papercutting (IMG:style_emoticons/default/wink.gif)
I highly recommend AMS, though, and to keep moving, then LRMs can barely hurt you at all. DHS are atm a bit crappy, but that's not working as intended.
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Stahlseele
post Nov 2 2012, 11:19 PM
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DHS are not working right now.
They show up as DHS in both crits and weight and price and in the heat efficiency scale, but they only work as good as single heat sinks . .
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bannockburn
post Nov 2 2012, 11:20 PM
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Not entirely correct. The DHS you install work just fine. Only the ones that are included with the engine are working as single. Still, sucks a lot, to pay 1,5m for this crap only to realize that they don't work as good as they should (IMG:style_emoticons/default/wink.gif)
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Stahlseele
post Nov 2 2012, 11:55 PM
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and now they are nerfing DHS to 1.4 HS it seems . .
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_Pax._
post Nov 2 2012, 11:56 PM
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QUOTE (Falconer @ Nov 2 2012, 07:12 PM) *
Well here's my experience so far.... even a fully upgraded Jenner-F (2ML, 4SL, 11 DHS, AMS), and nearly max FF armor and endosteel doesn't quite cut it. Really, run plus SL's only slowly overheats. Laser damage is pathetic... even when you get right behind a big mech and keep working over his CT rear.

SMALL lasers are, and always have been, pathetic. At least use Small PULSE lasers.

QUOTE
Looking at the heat it's no wonder why... DHS are gimped (only about 40% increase in effectiveness over base),

No, that's not the DHS problem. DHS that you place yourself are 200% as effective as SHS.

The problem is, the heat sinks that come with your engine are all Singles, no matter what. And last I heard, PGI seemed to like it that way.

QUOTE
[...] and energy weapons are screwed over... (small laser 2 heat, 3 damage. med laser 4 heat, 5 damage. When in board game SL is only 1 heat and medlaser only 3.

All hail PGI's "rebalancing". Hence, in part, why I got my $60 Elite Founders' Pack refunded.

Oh, and did you know? Maximum range isn't, for non-Missiles. Max range is just how far a weapon deals it's normal damage to; damage falls off at up to 2x or 3x that range. Including Gauss Rifles. Hence, the plethora of "GaussKitty" CPLT-K2 builds out there.

Oh, and Streak SRMs used to (maybe still do?) hit only the CT, no matter what. Hence the proliferation of "StreakKitties". (IMG:style_emoticons/default/nyahnyah.gif)





QUOTE (Stahlseele @ Nov 2 2012, 07:55 PM) *
and now they are nerfing DHS to 1.4 HS it seems . .

.... boy am I really REALLY glad I got that refund, now!!
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Falconer
post Nov 3 2012, 03:17 AM
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No there was a thread i was reading on MWO. They took the free HS's from the engine into account as well. Which makes me wonder if they allow you to put the first Rating/25 HS's in the engine instead of eating up crit space.

But anyhow... the first 10 hs's are doubled as well. But the doubling is only 40% for all.

As far as SPL's go Pax... haven't tried them yet. But SPL's in BT are twice the weight for the same range and damage and heat. So I'm not sure why you recommend them.
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_Pax._
post Nov 3 2012, 04:18 AM
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QUOTE (Falconer @ Nov 2 2012, 10:17 PM) *
No there was a thread i was reading on MWO. They took the free HS's from the engine into account as well. Which makes me wonder if they allow you to put the first Rating/25 HS's in the engine instead of eating up crit space.

Yes, they do. If you have a R275 or higher engine, the Engine section of yoru Mech shows a space you can put one or more heat sinks into.

Also, if you have a R245 or lower engine, they force you to place heat sinks on the crit map, outside the engine, until you have at least 10 in total.

Both fo those are exactly as per TT rules. (IMG:style_emoticons/default/smile.gif)

QUOTE
But anyhow... the first 10 hs's are doubled as well.

No, they're not. I don't know if the Closed Beta threads still exist, but a developer admitted that any of those first 10 that are in-engine, were only performing as Singles. And then went on to say "we may keep it that way".

QUOTE
As far as SPL's go Pax... haven't tried them yet. But SPL's in BT are twice the weight for the same range and damage and heat. So I'm not sure why you recommend them.

Pulse Lasers in MWO have a different cycle time than non-pulse. Getting all your damage on-target just felt easier to me.

Of course, going with MedLasers would also be an option.

Don't waste tonnage on Machineguns, though. Even though they should be as good as Small Lasers, they ... well, in MWO, they absolutely suck.; they do 1/10 their TT damage. Seriously.
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bannockburn
post Nov 3 2012, 08:47 AM
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First of all, let me say that Small Lasers atm have the best damage to tonnage to heat ratio of all weapons in game. They are not terrible (IMG:style_emoticons/default/smile.gif)

2nd, before wild speculation abounds:
QUOTE ("Bryan Ekman")
Now the bug.

EHS' are not taking into consideration the DHS values of 0.2. Instead they are using regular heat sink value of 0.1. This is the bug, it has been fixed in the upcoming November 6th patch.

EHS = Engine Heat Sinks, of course

3rd:
QUOTE ("Bryan Ekman")
After fixing the EHS bug, and setting DHS to a canon value of 2.0, we experienced anticipated results. Heat was no longer a concern, increasing DPS exponentially on certain types of mech loadouts. After testing a variety of standard builds, we settled on 1.4. This value maintains the spirit of both DHS and maintains the integrity of MWO's overall gameplay experience.

PGI will monitor DHS' closely and tune this number up or down depending on the telemetry data received from production servers.

Meaning: It's still a beta, they need to fiddle with the numbers.
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taeksosin
post Nov 3 2012, 10:33 AM
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Just had a BLAST playing tonight. Died a couple times, but won probably 80% of the games that I played in. The secret? Public Teamspeak server. Playing with a group with voice chat makes this SOOO much more fun and easy to coordinate. We played normal (2 scout, 2 trial Awesomes and the rest mixed, maybe one more LRM boat) for an hour or two, and then swapped to wolf pack tactics (5 scouts, a gauss Hunchback and two streak-Cats). Was a lot of fun, and where we picked up most of our losses since if we didn't coordinate perfectly, we got chopped up. Even with those losses, the games were usually close and the other side was limping their way to victory.

Long story short, download team speak, connect to na1.mech-connect.net pw: WordofBlake, and get with a group of folks that actually use tactics. Makes the game so much better.
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