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> Mechwarrior: Online, Calling all Mechwarriors! (I know theres at least a few of us here
KarmaInferno
post Nov 5 2012, 04:22 AM
Post #201


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If it's the all too common six-Streak Cat, then no, because the six missile hardpoints are all the weapons it can mount.





-k
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Tanegar
post Nov 5 2012, 04:29 AM
Post #202


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The introduction of hardpoints is one of the things I find hardest to swallow about MWO. There's no purpose other than to put artificial restrictions on which 'Mech can carry which types of weapons. Coming from the tabletop game I find it enormously frustrating.
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_Pax._
post Nov 5 2012, 05:25 AM
Post #203


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QUOTE (taeksosin @ Nov 4 2012, 08:08 PM) *
Of course, the best way to beat a SSRM boat is to power down.

Well-though-out StreakCats tend to go with 4xSSRM2/2xSRM6. So powering down might lessen what they can do to you ... but it won't eliminate it. And meanwhile, you won't be shooting back.
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Fabe
post Nov 5 2012, 02:43 PM
Post #204


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QUOTE (Tanegar @ Nov 4 2012, 11:29 PM) *
The introduction of hardpoints is one of the things I find hardest to swallow about MWO. There's no purpose other than to put artificial restrictions on which 'Mech can carry which types of weapons. Coming from the tabletop game I find it enormously frustrating.

I like the restrictions,with out them there would be no point in have more the 4 mechs,1 light .medium ,1 heavy 1 assault that are just boxes that we can put what ever we want in them.
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Tanegar
post Nov 5 2012, 03:42 PM
Post #205


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Honestly, I would like to scrap the ability to reconfigure non-OmniMechs altogether.
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Stahlseele
post Nov 5 2012, 03:59 PM
Post #206


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No, they should have done what i demand since MW3 . .
Make swapable Arms and Torso-Sides.
Have the Mechs LOOK like the Frankenstein Monstrosities they are.
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almost normal
post Nov 5 2012, 04:51 PM
Post #207


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QUOTE (_Pax._ @ Oct 28 2012, 03:30 PM) *
The Davion half of FedCom would probably have fared about the same as the Steiner half did, though. Those two players were always fairly evenly matched - Davion with slightly better tech, Steiner with slightly better industry.


It was the Lyrans massive preponderance of heavy mechs that saved the day there. Having Assault Lances considered 'Scouts' and such. The Clans outranged, outgunned, outskilled, and outmaneuvered anything the Sphere could put together. In that light, the Davs don't stand a chance. They can't hang on in the fight with their medium cavalry style, as it's completely outclassed in every aspect.

The Lyrans stood a chance because they put Assaults and Heavies against clan Mediums and Lights.

The Dracs stood a chance because they best understood one on one fighting, already had a military-first attitude, Comstar had given them the best tech in the Sphere (outside of themselves, naturally), and the Dragoons came and saved the day because the writers of that era had a hardon for that stupid fucking unit.

The Drakons fared better then anyone could have expected since they were fighting with guerrilla tactics for the last century or two anyway.

I agree with your assessment with House Marik wholeheartedly.
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Stahlseele
post Nov 5 2012, 05:01 PM
Post #208


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didn't marik take up the industrial backbone and supplied the others with cheap gear to fight off the clans?
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almost normal
post Nov 5 2012, 05:07 PM
Post #209


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QUOTE (Stahlseele @ Nov 5 2012, 12:01 PM) *
didn't marik take up the industrial backbone and supplied the others with cheap gear to fight off the clans?


They sold off upgrade kits to the upper sphere.

In a twist that only BT writers could pull off, they didn't get paid for selling these kits, yet they became flush with cash for selling them.

Yeah.

Anyway, Marik traditionally had the 2nd strongest economy, but that wouldn't stop them from splintering upon a major assault.
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Stahlseele
post Nov 5 2012, 05:11 PM
Post #210


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Hell, Marik splinters even without a major assault to take the blame . . so that's not saying much! ^^
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taeksosin
post Nov 5 2012, 05:47 PM
Post #211


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Great two games with you bannockburn, will have to try to catch you again when you're not speaking german (IMG:style_emoticons/default/nyahnyah.gif)

As far as powering down against the streak boats, I've come across many more 6xSSRM/3xSSRM cats/commandos than the ones that think about their loadout and keep something for just in case. Last night, I capped a base to 25% and just powered down when their streak-cat came to knock me off of it. Kept him out of the fight with my team, and we ended up winning when our four remaining mechs came and pounded the drek out of him (IMG:style_emoticons/default/smile.gif)
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_Pax._
post Nov 5 2012, 05:53 PM
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QUOTE (almost normal @ Nov 5 2012, 12:07 PM) *
Anyway, Marik traditionally had the 2nd strongest economy, but that wouldn't stop them from splintering upon a major assault.

Exactly so. And thus, the luck of the draw that let Marik stay intact, and apply the full force of it's economy to resisting the Clan invasion, was definitely very lucky for the IS.

The Free Worlds League has many things going for it. Cohesion is not one of them.
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Stahlseele
post Nov 5 2012, 05:56 PM
Post #213


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Good Mech-Variants, on the other hand, usually is.
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Tanegar
post Nov 6 2012, 04:22 AM
Post #214


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How do TAG, Guardian ECM, Beagle active probes, and Narc missile beacons work in MWO?
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taeksosin
post Nov 6 2012, 04:28 AM
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TAG needs to be held on the target and reduces the spread of missiles (I assume just LRMS since streaks don't really spread atm). Narcs make you able to lock onto a mech even if no one has line of sight on it for twelve seconds after impact. ECM and BAP aren't implemented yet.

At this point, TAG is awesome if you're running as a scout and there's some dedicated LRM boats on your team. Narc is useless, since the flight time on those LRMs is probably gonna be longer than the Narc is active.

tl;dr: Don't buy the Raven that comes with all this stuff yet. It's going to be useless in the near team, and your MC/Cbills are better spent on other things.
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Tanegar
post Nov 6 2012, 04:39 AM
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Would it be worthwhile to replace my Commando's medium laser with a TAG unit?
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taeksosin
post Nov 6 2012, 04:53 AM
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It depends, really. If you're running in a pre-made, TAG will definitely help any LRM boats in your group. If you aren't running with dedicated LRM boats, I'd say it isn't worthwhile. If you're going to rip out the laser though, I'd recommend getting good at aiming SRM's and swapping SSRMs out for them. This way, you aren't hosed if an enemy you're duking it out with just powers down and laughs while you can't lock on them. I do it all the time to troll streak-cats/commandos. At least, if we're off by ourselves. In the midst of a brawl, powering down obviously equals death.
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Tanegar
post Nov 6 2012, 04:54 AM
Post #218


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Every single group I've played with has included at least a couple LRM boats. I'll try TAG and see what it's like.
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_Pax._
post Nov 6 2012, 06:23 AM
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When you first spawn in? TELL YOUR TEAM that you have TAG gear. (IMG:style_emoticons/default/smile.gif) That way the LRMers will know to look for that little icon, and focus fire on it ASAP.



... oh, and NARC beacons, by the by, ALSO reduce missile spread. Yes, cumulatively with TAG. No, that still doesn't really make it worthwhile to try to use one.
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taeksosin
post Nov 6 2012, 03:29 PM
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Or just run around on the public TS server and discuss loadouts with the other guys in your drop before dropping. (IMG:style_emoticons/default/biggrin.gif)

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CanRay
post Nov 7 2012, 12:12 AM
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YAY! I was able to afford upgrades to my Commando and he's now lighter than ever!!!

And... Still get taken out by a single Gauss Rifle shot...
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taeksosin
post Nov 7 2012, 02:55 AM
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That's why you save up and get the Jenner if you're going light mechs. Is SOOOOOO good.
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Tanegar
post Nov 7 2012, 03:11 AM
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A little too good, IMO. That thing seems to be more durable than it has any right to be; I've watched Jenners soak up concentrated LRM fire like it ain't no thang, which should not be possible.
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KarmaInferno
post Nov 7 2012, 05:11 AM
Post #224


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Well, not anymore. The new patch dropped, and hit detection is greatly improved.

Which means lights don't have a lagshield anymore and drop like flies.

Add to that the new Artemis FCS, which operates nothing like the TT rules version. It more or less makes the LRMs work like they did in early closed beta - They fly way up and come down on the target from straight above. Buildings and hills no longer block them and AMS doesn't get the chance to take out as many missiles. They also are much tighter grouped - I've seen mechs instantly get decapitated by LRMs since they have a very good change of hitting some mech design's heads from straight above. No matter what you are running right now, even if your entire team is equipped with AMS, you can die in seconds if a couple of missile boats lock on to you.

On the plus side Streak SRMs seem less accurate now.

There is a bug where sometimes the slightest damage to a section stripped of armor instantly destroys that section.

Also, new Centurion variant and new winter version of the Forest map.



-k
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Tanegar
post Nov 7 2012, 06:10 AM
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How often do they rotate the trial Mechs? Just every patch?
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