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MechWarrior Online (New) - Page 41

Forum Index > General Games
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Obsidian
Profile Joined June 2010
United States350 Posts
June 26 2013 05:47 GMT
#801
I can't see how they will include Clan-tek without deviating from the P&P rules, or making it pay to play.

With the exception of a very few pieces of tech, all of the clan stuff is simply better, either smaller, lighter, more damaging, more range, or what-have you. I suppose they could make the weapon systems cost a significant amount more over IS variants, and maybe that would work, but it still boils down to an unfair advantage for those with the time to grind, or money to burn.

There are a few ways I could see them including Clan-tek.

1. Add only the Mechs, no weapons systems (save for unique ones without an IS variant). Possibly without Omni-points to balance them vs IS mechs. Or making the mechs cost more to justify it. Truth is, omni slots are useful, but not an end-all be all.

2. Simply never include Clan-tek weaponry, save for any unique weapon systems (which would be retro-balanced vs the existing systems). It really isn't a major loss if they take this route.

3. Replace IS systems/costs with Clan when appropriate and just simply remove the obsolete IS systems. Not really ideal, but I suppose it's viable.

4. Deviate from the P&P systems and stats by shifting weights, damage, or critical slot allocations and heat scores as appropriate. Give the Clan systems bonuses in a few fields, for penalties in others, thus it becomes a balance. IE, Stronger weapons at a cost of more weight, or more slots, or more heat. Lighter, but bulkier, or weaker.

They can't simply add the Clan systems Rules as Written against the IS systems, because the Clans are better in every category.
Luke, you are still a wanker!
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2013-06-26 06:54:12
June 26 2013 05:58 GMT
#802
On June 26 2013 14:47 Obsidian wrote:
I can't see how they will include Clan-tek without deviating from the P&P rules, or making it pay to play.

It can actually be done quite effectively without sacrificing the core rules, but you need things in place that PGI are unlikely to do. A number of stages in MW4's convoluted mod history had good Clan/IS parity.

The first thing you must have is puretech. If clan weapons have to be used on clan 'mechs, you can give them hidden weaknesses like poor geometry, lower turnrates etc to counterbalance their ridiculous weight-efficiency and power. You can also strengthen specific IS chassis in the same way.

The second thing is to bring the unique IS tech forward (heavy and lightgauss, MRM, RAC, light engines, electronics like C3), and make sure it's strong. Not broken, but strong enough that it can man up on clantech in the situations it's designed for.

With puretech and exclusive weapons coupled to a few good workhorse chassis, the IS gains key range brackets in which they have an advantage. You then end up with a very interesting asymmetric dynamic based on each side maneuvering for the conditions that favour their faction.

PGI are more likely to just force Clan vs IS teams and make it 5v8 though. That would probably work, but it would also be far more boring. 90% of the lore-agnostic playerbase would run Clan, as well.
CuLane
Profile Joined October 2010
United States160 Posts
June 26 2013 08:45 GMT
#803
I just don't see it happening. PGI didn't even balane IS weapons based on TT numbers, so why would they do it with Clan Tech?
daemir
Profile Joined September 2010
Finland8662 Posts
June 26 2013 11:34 GMT
#804
Quick sidenote, FUCK any game dev who plants invisible walls in their maps.
CuLane
Profile Joined October 2010
United States160 Posts
June 26 2013 13:09 GMT
#805
Hmmm? Is this about forest colony snow?
PassiveAce
Profile Blog Joined February 2011
United States18076 Posts
June 26 2013 13:53 GMT
#806
how often do the trial mechs change?
Call me Marge Simpson cuz I love you homie
daemir
Profile Joined September 2010
Finland8662 Posts
June 26 2013 13:53 GMT
#807
Among other things, that. If there's a hill not out of bounds area and you have JJs and it absolutely is jumpable hill, there should not be a fucking invis wall stopping it. ARGH.
Hoender
Profile Joined March 2011
South Africa381 Posts
June 26 2013 14:10 GMT
#808
Hey guys I need advice on buying my first xl engine. I've previously solely been playing with the hunchback (it's my favourite mech in mwo sofar) and I'm now starting to play with the catapult. I'm planning on mostly playing with these two mechs for the immediate future.

Earlier in the thread Yoav mentioned that it's probably best to try and invest in a 300xl engine, but I'm thinking of rather going for the 260xl. I'm planning on using it on my C1 using something like this: Catapult C1.
With the 300xl engine I would probably not be able to use lrm20's (unless I remove artemis) and my build would probably look like this: Catapult C1 300xl, giving me 3.5 tons for more armour / ams / heatsinks.

Which build would you recommend? How much of a difference does lrm20's make on a 15 missile slot vs lrm15's? And how much will Artemis help me? Please help
Die ou swepe sê: "daar's 'n raat vir elke kwaal," maar watse pil kou jy as die donker jou kom haal?
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2013-06-26 16:31:55
June 26 2013 16:29 GMT
#809
Oh and seemd D-DC doesn't fire all lrm15s in a single volley. I got 2 of them fitted in and they launch in 3 volleys.

and i fucking hate pugging as an assault. everyone ditches you and then you die, then they die because your team is now behind so much. APPLY SENSE. Gods.
CuLane
Profile Joined October 2010
United States160 Posts
June 26 2013 17:15 GMT
#810
Passive, once every 2 or 4 weeks, I forget.

Daemir, none of the Atlai chassis fire more than 10 missiles per salvo per launcher. Some only fire 6 per salvo in the second launcher (due to it being an SRM spot originally). I THINK the RS only fires 6 per salvo from it's one launcher, yeah, 10 per salvo per launcher if you're lucky, 10 from one 5 from the other on the second launcher in the DC, I didn't test the D's second launcher.

Hoender, DEFINITELY get the 300XL. Also definitely bring your own TAG to the party if you're bringing LRMs. Lastly, when you build a missile mech in smurfy look at the number in parenthesis (x) that's next to the M in the green box. You'll notice your Catapult lists it's arms as 1M(15) That means 1 missile hardpoint with 15 tubes, so it'll fire at MOST 15 missiles per salvo. Now this isn't a huge deal with firing LRM 20's but it will make your second salvo less effective against AMS and create a small chance that your target lock will be broken before the second salvo of 5 missiles lands. It might also lengthen the effective cool-down of your launchers as the cool down might not start till the last salvo finishes, in fact I'm almost certain of that.
Aso the C1 is a GREAT mech with a LOT of versatility, but LRM15's will buy you more "bang for your buck" so to speak with that mech. This build is more appropriate, it's faster so it can get better firing angles and more line of sight for your artemis, can put 2 extra DHS in the engine if you need the crit space, has TAG so your line of sight shots are VERY effective if you tag the target (plus lets you get through ECM), has more armor, and still has several tons available for you to play with. You could put AMS and ammo on this mech or even take out a medium laser and replace it with a large laser and even add a heat sink and some more armor.
http://mwo.smurfy-net.de/mechlab#i=12&l=0e707bb3446d2ce0c15f8b20272472023fd1c5fc
Sicion
Profile Joined June 2011
Germany131 Posts
June 26 2013 17:58 GMT
#811
@ Hoender: After i master jenners im going for catapults next and i wanted to start with an C1 like this.
Regarding missles if you go above the 15 slots the second wave fired has fewer missles and an AMS has an easier job taking them out which weakens your dps imho i wouldnt do it.

@ daemir if you look at smurfy you can see how much misslestubes a mech can shot from its harpoints.
For the Atlas d-dc right torso hardpoint: 3 x M (16) the numer after 3 M indicates how much he can shoot in one volley.

Any recommendations which modul to get first? I have 6.146 gxp now and cant decide between Target decay, sensor range or should i waiting for target info gathering?
There's never enough time to do all the nothing you want.
Tarias
Profile Blog Joined April 2010
Netherlands480 Posts
June 26 2013 18:07 GMT
#812
I got myself the Seimic sensor upgrade, but I never really play with lrms or other sniping weapons. I prefer to settle things like a man So far it's been decent, but I suspect it will start to get really good once I get the upgrade for it.

The medium Phoenix mech looks pretty sweet btw. I'd probably try to put an AC/20, 3 ssrms and the biggest possible engine on it. I'm just hoping this game can keep my interest until they actually release that stuff, which is like waaaay out in october.
Go big, or go home!
daemir
Profile Joined September 2010
Finland8662 Posts
June 26 2013 18:21 GMT
#813
CuLane: yeap, but that's not what was told here a couple pages ago
Tarias
Profile Blog Joined April 2010
Netherlands480 Posts
June 26 2013 18:28 GMT
#814
I feel like trying to make the atlas into an LRM boat is kinda of a waste of the mech anyways. I think you'll be much more useful up front with an AC/20, some LL's and maybe some streaks. Just soak up the damage and provide some ECM while the catapults do the LRM work.
Go big, or go home!
Sicion
Profile Joined June 2011
Germany131 Posts
June 26 2013 18:57 GMT
#815
@Tarias i dont want to use my gxp on seismic sensors now. They are too good in their current state and i expect that they get rebalanced in the near future.
The only way to sneak up on someone using this is to fly through the air with jumpjets which isnt sneaky at all.
There's never enough time to do all the nothing you want.
Hoender
Profile Joined March 2011
South Africa381 Posts
June 26 2013 20:31 GMT
#816
Thanks for the input guys. I went with the 300xl in the end. At the moment I've got a 2lrm15+artemis, 2ml and 1ll installed which is really quite fun for me to play with. I'll also give the tag a go

Also, now that I've got the faster engine I can try builds like this next: Catapult C4 SRMs

Die ou swepe sê: "daar's 'n raat vir elke kwaal," maar watse pil kou jy as die donker jou kom haal?
TrickyGilligan
Profile Joined September 2010
United States641 Posts
June 26 2013 21:51 GMT
#817
On June 27 2013 05:31 Hoender wrote:
Thanks for the input guys. I went with the 300xl in the end. At the moment I've got a 2lrm15+artemis, 2ml and 1ll installed which is really quite fun for me to play with. I'll also give the tag a go

Also, now that I've got the faster engine I can try builds like this next: Catapult C4 SRMs



That's a fun build, but get that ammo out of your arms! Catapults get their arms shot off all the time, and an ammo explosion can really ruin your day. You can't even put CASE in arms, so it's just never worth it.

I always put ammo in my legs first, then head second, then side torsos as an absolute last resort. Note that ammo in the head sounds really dangerous, but your mech will pull ammo from the head slot first. So as long as you get a chance to shoot a little bit, you don't have to worry about ammo explosions in your cockpit.
"I've had a perfectly wonderful evening. But this wasn't it." -Groucho Marx
Yoav
Profile Joined March 2011
United States1874 Posts
June 27 2013 02:48 GMT
#818
On June 27 2013 06:51 TrickyGilligan wrote:
Show nested quote +
On June 27 2013 05:31 Hoender wrote:
Thanks for the input guys. I went with the 300xl in the end. At the moment I've got a 2lrm15+artemis, 2ml and 1ll installed which is really quite fun for me to play with. I'll also give the tag a go

Also, now that I've got the faster engine I can try builds like this next: Catapult C4 SRMs



That's a fun build, but get that ammo out of your arms! Catapults get their arms shot off all the time, and an ammo explosion can really ruin your day. You can't even put CASE in arms, so it's just never worth it.

I always put ammo in my legs first, then head second, then side torsos as an absolute last resort. Note that ammo in the head sounds really dangerous, but your mech will pull ammo from the head slot first. So as long as you get a chance to shoot a little bit, you don't have to worry about ammo explosions in your cockpit.


Ammo explosions are also super rare unless you've packed the component with it. The head and CT are pretty safe for ammo, as well as legs. Side torsos on Catapults/Dragons too.

1 ammo= 10% chance of detonation on component destruction.
CuLane
Profile Joined October 2010
United States160 Posts
June 27 2013 10:50 GMT
#819
Ammo ALWAYS goes in the Head first. Then you choose between legs and CT depending on relative likelihood of getting legged, which varies from mech to mech and Elo brackets. By the time someone does enough damage to POSSIBLY explode your ammo in your head, you're almost certainly dead. I mean, it's like 1 slot out of 6 or 8, so it's only a 1/6 chance that slot is even given the roll for a crit chance, and then even if the ammo is destroyed it's only a possibility of it exploding (I think) and realistically the head isn't very easy to hit and if anyone is aiming for your head it's because they're packing enough pinpoint damage to take you from full armor to dead in one shot through the cockpit.
daemir
Profile Joined September 2010
Finland8662 Posts
June 27 2013 13:01 GMT
#820
I just experimented turning all graphics to low and it's like you were blind before and can now see. Holy shit maps have barely any LoS objectives to block your view anymore, it's like hacking :| So easy to spot targets on maps like the river map.
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