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Old 11-13-2012, 09:20 PM   #1351
child of wonder
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Quote:
Originally Posted by greenhawk View Post
I've been away for a week, but it seems I need to build up my old LRM boat, 4xlrm15 in a Awesome
No, don't bother. SRMs with Artemis are king.

Last night I played with a group in my Atlas AS7-D-DC and had a 1,254 damage, 7 kill match followed by a 1,607 damage 6 kill match that would have been 7 kills if not for a Jenner teammate shooting me in the back. That fucker broke my 40 kill streak in that Atlas.
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Old 11-13-2012, 11:01 PM   #1352
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No, don't bother. SRMs with Artemis are king.

Last night I played with a group in my Atlas AS7-D-DC and had a 1,254 damage, 7 kill match followed by a 1,607 damage 6 kill match that would have been 7 kills if not for a Jenner teammate shooting me in the back. That fucker broke my 40 kill streak in that Atlas.
Yeah they nerfed LRM's to the point that they are completly useless.

I just played a game yesterday with my founders cat, 2 LRM20 with 16xx missles and artemis and TAG.

The enemy team ignored me till they killed everyone else then ganged up on me, i thought i was doing alright and was just hiding well and i wasnt missing many salvo's and i landed at least 1400 of my 1600 missles and ran dry on ammo then died.

Then i saw the end game screen and that i only did 367 damage and i turned my cat into a SRM and laserboat.

Why would anyone in there right mind pay 125,000 a match for ammo(what my founders cat was when using LRM's) when you are going to do less than 400 damage and be pretty much useless for your team?

If they want people to use LRM's in this state they need to drop the ammo prices by at least 80%.
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Old 11-14-2012, 05:17 AM   #1353
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the CAT-C1 and C4 make great missile boats. i think teams that run assaults as missile boats lose effectiveness. Unless of course 3/4 the team are boats and the map is caustic.
personally, I just pub so group planing does not come into it.

secondly, the launch delay on the cat for missiles is just annoying, even if they seem to get a better firing arc.

lastly, anything less than 30+ missiles in a lauch cycle and I just drop the LRM's for something else. If I go LRM boat, 60LRM's is my perfered number. I would like 80 but the mech runs out of tonnage/space/heat.
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Old 11-14-2012, 07:17 AM   #1354
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personally, I just pub so group planing does not come into it.

secondly, the launch delay on the cat for missiles is just annoying, even if they seem to get a better firing arc.

lastly, anything less than 30+ missiles in a lauch cycle and I just drop the LRM's for something else. If I go LRM boat, 60LRM's is my perfered number. I would like 80 but the mech runs out of tonnage/space/heat.
they added manual toggle of missile doors with the / key. there are little lights in the cat cockpit on the verticle frames of the glass. hit / and the little lights turn green, keeping the doors open till you hit / again. Or you can just let them open and close on fire with the delay. ive gotten to the point where i can decently compensate for the firing delay, so its no biggie for me.

reloading my C4 with 8 tons of Artemis LRMs cost around 125,000 cbills. But... BUT i just repair the mech without reloading. You get a free 75% reload, so i get 1080 free missiles. PGI plans to patch this down to 25% free reload. Onec that happens, my C4 wont be running artemis anymore.
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Old 11-14-2012, 07:24 AM   #1355
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Yeah they nerfed LRM's to the point that they are completly useless.

I just played a game yesterday with my founders cat, 2 LRM20 with 16xx missles and artemis and TAG.

The enemy team ignored me till they killed everyone else then ganged up on me, i thought i was doing alright and was just hiding well and i wasnt missing many salvo's and i landed at least 1400 of my 1600 missles and ran dry on ammo then died.

Then i saw the end game screen and that i only did 367 damage and i turned my cat into a SRM and laserboat.

Why would anyone in there right mind pay 125,000 a match for ammo(what my founders cat was when using LRM's) when you are going to do less than 400 damage and be pretty much useless for your team?

If they want people to use LRM's in this state they need to drop the ammo prices by at least 80%.
I agree, Artemis ammo costs are WAY too high. I do notice people launching volley after volley of LRMs, thinking they are pounding the enemy, only to have their LRMs hit buildings, bridges or hills and they just dont notice. Im guilty of it too. Unless you're in an optimal spot, you cant just park and launch 1000 LRMs off into the distance and expect to do well. You have to have the right angle to the enemy.

When i do well with my C4, im constantly moving to get a better shot at the enemy. Im not doing 1400 damage matches any more (before the nerf) but i can still do upwards of 800-1000 if im playing smart.

I think people just expect anything they can target to be able to be hittable, which just isnt the case.
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Old 11-14-2012, 07:28 AM   #1356
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Originally Posted by child of wonder View Post
No, don't bother. SRMs with Artemis are king.

Last night I played with a group in my Atlas AS7-D-DC and had a 1,254 damage, 7 kill match followed by a 1,607 damage 6 kill match that would have been 7 kills if not for a Jenner teammate shooting me in the back. That fucker broke my 40 kill streak in that Atlas.
well when you run a Reaper build, you do a crapload of damage wether or not your SRMs have artemis.
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Old 11-14-2012, 08:18 AM   #1357
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I agree, Artemis ammo costs are WAY too high. I do notice people launching volley after volley of LRMs, thinking they are pounding the enemy, only to have their LRMs hit buildings, bridges or hills and they just dont notice. Im guilty of it too. Unless you're in an optimal spot, you cant just park and launch 1000 LRMs off into the distance and expect to do well. You have to have the right angle to the enemy.

When i do well with my C4, im constantly moving to get a better shot at the enemy. Im not doing 1400 damage matches any more (before the nerf) but i can still do upwards of 800-1000 if im playing smart.

I think people just expect anything they can target to be able to be hittable, which just isnt the case.
There are some prime spots in both river city and forrest that you can effectivly LRM mob people from. In the match i described above i was on the communications tower hill on forrest launching at 2 heavys and a assault that was crossing the wide open lake side. I wasnt missing or hitting cover as there was none near the mechs i was shooting at, LRM's are just useless now.
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Old 11-14-2012, 08:26 AM   #1358
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marked for later
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Old 11-14-2012, 08:59 AM   #1359
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There are some prime spots in both river city and forrest that you can effectivly LRM mob people from. In the match i described above i was on the communications tower hill on forrest launching at 2 heavys and a assault that was crossing the wide open lake side. I wasnt missing or hitting cover as there was none near the mechs i was shooting at, LRM's are just useless now.
AMS is a bitch.

were their paper dolls lighting up with damage? thats the only way i can tell im hitting a target most times.
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Old 11-14-2012, 02:22 PM   #1360
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So he goes and kills team members then? Being that there is only 8 mechs per team....
ahahaha I just saw these

Well if you had looked at my pre-open beta stats it would have been pretty close, especially when I was using the Atlas. I think I have a screenshot somewhere, but it was up to 30:1 kill/death ratio at one point.
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Old 11-14-2012, 08:47 PM   #1361
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AMS is a bitch.

were their paper dolls lighting up with damage? thats the only way i can tell im hitting a target most times.
Yeah they had AMS, but dual LRM20's will still get some missles through, and yeah the mech damage display was lighting up but they were also being engaged by other members of my team so its hard to tell who was actually hitting them.

I wish there was some kinda feedback after you fired your weapons indicating how much damage you inflicted to your target.
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Old 11-14-2012, 09:06 PM   #1362
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The problem with missile (and other ammo) expenses is I'm assuming they went with TT or lore values. The problem with that is all income is arbitrary--we don't get lore salvage values, I don't get to keep someone's mech that I blew the cockpit out of, I don't get to keep the undamaged laser that was on the other half of their mech, etc. etc. Furthermore, repair costs are pretty baseless as well. You don't have to pay another 600k if the Gauss rifle in your arm was blown off.
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Old 11-16-2012, 11:25 AM   #1363
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Podcast with Russ Bullock (PGI President)

3rd Person PoV Thread

From my subjective interpretation of Russ' comments, I feel that he is trying to say that if MWO wants to grow and to succeed then it requires a third person view... because new players struggle to adapt to the legs/torso twist concept without seeing their mech ala World of Tanks 1st/3rd person switches.

Forum thread has a poll. Overwhelmingly the populace of the Forum say "Third person should never be considered ever ever ever. Keep it first person".

I thought about it long and hard in closed beta. If third person view comes in and it's like we expect (world of tanks, zoom out, look what's round the corner) then I will leave MWO until such a feature has been removed. So far I am loving the game, despite it's flaws, but that would completely crush that and make it MechAssault Online.
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Old 11-16-2012, 11:49 AM   #1364
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I thought about it long and hard in closed beta. If third person view comes in and it's like we expect (world of tanks, zoom out, look what's round the corner) then I will leave MWO until such a feature has been removed. So far I am loving the game, despite it's flaws, but that would completely crush that and make it MechAssault Online.
I second that. Mechwarrior is supposed to simulate piloting a Battlemech. Last I checked, I can't astrally project and float behind my Mech while I pilot it.

3rd person view would only aid players that suck. If they're that determined to have a 3rd person view, I suggest they pick up a copy of MechAssault from the bargain bin at their local used game store.

I'm so tired of games catering to the lowest common denominator. I think the massive tsunami of cash with the Founder's Package showed there is a real market out there for a Battlemech simulator game.
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Old 11-16-2012, 01:58 PM   #1365
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yep. they made a real 180 from the solid "there will never be a 3rd person view" to "wellllll, yea lets do that". Annoying to say the least. It only takes a couple hours of playing to really get the hang of controls.

Maybe they could update the HUD and give better feedback to the player as to where their legs are. Dumb dumb dumb decision.
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Old 11-16-2012, 02:00 PM   #1366
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http://mwomercs.com/forums/topic/735...pon-balancing/

This is a list of what is being tuned in the immediate future. There are no set dates for this. This is just a FYI as to what is coming down the pipe.


In Current Development:

Projectile speeds on AC rounds can use a buff.
AC/2 is fine where it's at.
AC/5 is pretty close to where it should be.
AC/10 needs a boost.
AC/20 needs a fairly big boost.
UAC/5 will be the same as AC/5
Gauss Rifle is going to become very fragile.
The Gauss Rifle is going to have it's internal health dropped substantially.
Once armor surrounding a Gauss Rifle has been removed, there is going to be a high probability that the Gauss Rifle will detonate via critical hits when that component gets hit by enemy fire.

LRM/SRM/SSRM/ARTEMIS
Artemis is fine where it is at the moment.
SRMs are fine where they are at the moment.
SSRMs will spread damage across LT,CT,RT instead of always just hitting CT. On moving targets, limbs will be hit as well.
LRMs will get a 0.1 damage buff.

PPCs are being investigated.
Heat balance?
Projectile Speed?

What we are planning:
Special effect when you are hit by a PPC that is similar to EMP.
Getting hit by an AC/20 is going to rock you hard.
MG's will be getting a damage boost.
Flamers will be getting the heat generation on enemy scaled in a way that makes more sense. You're not going to overheat a Mech but you should be raising their temps to the point that if they fire anything they will shut down/overheat.
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Old 11-17-2012, 12:04 AM   #1367
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I wish there was some kinda feedback after you fired your weapons indicating how much damage you inflicted to your target.
I wish there was a way to see the configs of team mates (without dieing and spectating) or everyone at the end of the match.
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Old 11-17-2012, 12:13 AM   #1368
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with my high ping, I just want a way to turn off weapon cross over.

Was playing today and noticed with lasers that the aimed for target will work, but the source jumps up and down as I move. having rock solid at one end and bouncing at the other distracts from the imersion when firing.

Heck, fixing cross over to be set to the distance detector and not calculated separatly would be just as good. guessing it is server side calculations at play

also, since the open beta and the credit re-calculation, I am finding earning credits to even setup my founder mechs is rather painful. let alone save for anything. I really feel without the founder mechs / vip bonus, making headway is just not going to work. Fair enough this is a f2p game, but if it was just 10% worse on credits, it might as well be another version of age of empires online (pay or do not bother starting the game). paying should be for an advantage, not to "just survive".

And getting artimas on my LRM mech just means taking it into battle is a zero credit outcome given the costs. and that is with VIP.

Game seriously needs a readjust of the credit system, WAY before they look at 3rd person view.
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Old 11-20-2012, 07:27 AM   #1369
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big patch today!... unless it gets delayed. But the Cataphract will be going in today. Expect to see a whole lot of quad AC2 and AC5 boats.

DAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKA DAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKA DAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKA DAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKA
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Old 11-20-2012, 07:46 AM   #1370
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Really? I thought the Ballistics-heavy Cataphract's were XL engined beasts that cost billions?

From the looks of them they'll be a walking headshot waiting to happen and a potential favourite for dual gauss builds.
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Old 11-20-2012, 08:13 AM   #1371
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big patch today!... unless it gets delayed. But the Cataphract will be going in today. Expect to see a whole lot of quad AC2 and AC5 boats.

DAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKA DAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKA DAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKA DAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKADAKKA
It's what ive been waiting to spend my MC on. MOAR DAKKA!
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Old 11-20-2012, 08:34 AM   #1372
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i grinded up 8.5 mil and can sell my CAT-C4 for another 2.5 Mil if needed.

gonna see how this plays out today before i commit to buy one tonight.
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Old 11-20-2012, 02:34 PM   #1373
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patch notes up!

things to note...

Streaks better, Jams clear themselves, and forest colony performace tweaks. Also, no ECM, but we do get BAP. More modules.

CTF-4X = DAKKADAKKADAKKADAKKADAKKADAKKA




Quote:
Open Beta Update #3

Upcoming Patch - Tuesday Nov. 20th @ 10AM – 1PM PDT


Change Log
________________________________________

Update

Greetings MechWarriors, Welcome to Open Beta Update 3! This patch includes the Cataphact CTf-1X, 2X, 3D, and 4X (see details Bellow). This is a welcome addition to our Heavy Mech line-up bringing more variety to our battlefield. We have also expanded on our Information warfare pillar with the addition of Beagle active probe and 2 new Modules.


New BattleMechs:

Cataphract CTF-1X

* Tonnage: 70
* Top Speed: 64.8 kph
* Armor: 352 points
* Weapons: 4 Medium Lasers, 1 PPC, 1 AC/10
* Hardpoints: 5 Energy, 1 Ballistic, 1 AMS
* Jump Jets: 4

Cataphract CTF-2X

* Tonnage: 70
* Top Speed: 64.8 kph
* Armor: 416 points
* Weapons: 2 Medium Lasers, 1 SRM 4, 1 Large Laser, 1 AC/10
* Hardpoints: 3 Energy, 1 Ballistic, 2 Missile, 1 AMS
* Jump Jets: n/a

Cataphract CTF-3D

* Tonnage: 70
* Top Speed: 64.8 kph
* Armor: 352 points
* Weapons: 4 Medium Lasers, 1 LB 10-X AC, 1 Ultra AC/5
* Hardpoints: 4 Energy, 2 Ballistic, 1 AMS
* Jump Jets: n/a

Cataphract CTF-4X

* Tonnage: 70
* Top Speed: 48.6 kph
* Armor: 434 points
* Weapons: 1 Large Laser, 2 AC/5s, 1 LRM 5
* Hardpoints: 2 Energy, 4 Ballistic, 1 Missile, 1 AMS
* Jump Jets: n/a


GENERAL

* Beagle Active Probe (increases sensor range by 25%, faster target level acquisition by 25%, allows targeting of unpowered mechs within 120m)
* Back Face Target Retention Module (Allows to see your primary target on radar if they get behind you and are within 200m)
* Sensor Range Booster Pilot Module (Increases sensor range by 15%)
* Players can only exchange XP to GXP after the given Mech has had all BASIC efficiencies unlocked. (Does NOT require elite, just basics for the Mech that has XP on it.)
* Players in a group can now ready up by clicking their status in the group list instead of the master Launch button.
* Proper notification given when the player group is full.
* Tweaked the display of AMS in weapon loadout. (Displays the # of active AMS modules which are displayed at the bottom of your weapon configuration list.)
* Extra information on the BattleGrid is now OFF by default. Press I to turn them back on.
* BattleGrid base markers in spectator mode now displays correctly.
* Jump Jets can no longer be activated when knocked down.
* Coordinates now displayed with F9.
* Weapon Lock system made system authoritative to prevent cheaters from gaining faster locks
* SSRMs were doing less damage than designed, that is now fixed.
* SSRMs will now hit 100% unless something in the way or latency issues.
* A rare crash when loading into level has been addressed.

GAMEPLAY

* Fixed Lock-on reticule not showing up for spectators.
* Cooldown bar stuttering fixed.
* Users can no longer change weapon groups while shut down.
* There is now a warning on the HUD when weapons are jammed.
* Weapons will un-jam automatically after ~3-5 seconds.
* Manual unjamming of weapons is no longer required.

ENVIRONMENTS

* Re-created all level.pak files to substantially reduce filesize
* Tweak ambient temperature of Forest Colony Snow (it is now slightly colder than Forest Colony regular (~-2c))
* Updated Mini-map image in Forest Colony (standard)
* Performance Optimizations in Forest Colony (standard)
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Old 11-20-2012, 03:25 PM   #1374
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Another Mech like the Awesome with a cockpit that screams "AIM HERE" right in the center torso.
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Old 11-20-2012, 09:08 PM   #1375
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So can any of you play the game? game plays at less than 15 FPS for me now(was 50 before) and jenners are so rubber banding its impossible to hit them with anyhitngt but streak and even they are missing as much as before even thought hey said they are fixed.

This is the biggest fail patch yet.
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