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Author Topic: Mechwarrior Online  (Read 108466 times)

Flying Dice

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Re: Mechwarrior Online
« Reply #525 on: September 14, 2016, 05:01:10 pm »

If you're playing FP with a drop deck full of lights and trial 'mechs, you aren't going to contribute much regardless of how you play, honestly. It's just the sad truth--even if you've got a set of 'mechs kitted out for FP specifically, hitting the tonnage cap, you still might not do much compared to someone who has had the time to build up a 'mech stable with all of the top-tier meta picks. That goes double for scouting mode, because in Invasion you at least have a chance of going relatively unnoticed long enough to do some damage; in the former you're just going to get burned down by a bunch of clanner mediums as the easy first target. :|

What are you enjoying doing, between the Ravens and any trial 'mechs you've played? What ranges, playstyles, and types of weapons do you feel most comfortable with? Is there anything in particular that you're curious about trying?
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se5a

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Re: Mechwarrior Online
« Reply #526 on: September 14, 2016, 10:37:58 pm »

Well like I said, suport, but that seems a useless role for faction play.
the trial assaults are fun in quick games if I don't become an instant target, I like longer range weapons over shorter. I'd not mind getting a lrm boat if there were more players that'd narc.
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Rince Wind

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Re: Mechwarrior Online
« Reply #527 on: September 15, 2016, 05:01:29 am »

A lot of the FW maps seem not very LRM friendly. That said, if you are defending LRMs are more accepted, or so it seems to me. So you might put LRMs in one dropdeck and then use that when you are defending.

When I asked I was told that Warhammers, Thunderbolts and Jaegers were preferred. I got a Marauder as my first heavy though. For support lights pack JJs and seismic, so you can get close to the enemy attack lanes and can tell your buddies when they come your way. ECM is also appreciated vs the streak boats. But you make yourself a target.

For scouting there is no supporting, it usually boils down to kill the enemy, and fast. SRM Griffin (2N?) seems to be pretty good.

Are you a loyalist? Because if so, you should try to hop on TS with others of your faction, that usually leads to participating in matches that are coordinated a lot better.


All that said, I am often happy when I manage +100 damage for each mech, because I am new as well, and 2 or three of my mechs are still the trials in my decks.
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Flying Dice

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Re: Mechwarrior Online
« Reply #528 on: September 15, 2016, 06:56:21 am »

Yeah, for IS scouting just take a 50-55t medium. The Shadow Hawk 2D2 with 4x SRM is working pretty well for me. Those and Griffins are typically the best options.
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etgfrog

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Re: Mechwarrior Online
« Reply #529 on: September 15, 2016, 02:11:57 pm »

By the way, if your ever using lrms, don't be out at 500+km, be at 250km with your group. Have a few direct fire weapons as well so you actually end up using your armor. You will find you will end up winning more matches and having a higher accuracy with your lrms. There is also something to be said for having 1 lrm 5 just to give the enemy mechs the "incoming missile" warning, which causes them to dive into cover.
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Neonivek

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Re: Mechwarrior Online
« Reply #530 on: September 15, 2016, 02:41:46 pm »

Quote
By the way, if your ever using lrms, don't be out at 500+km, be at 250km with your group

Uhhhh... there are so many things wrong with this from a mechanical POV but ok.
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Flying Dice

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Re: Mechwarrior Online
« Reply #531 on: September 15, 2016, 03:03:24 pm »

No, operating at <500m is general good play with LRMs. You get markedly more hits and can actually contribute with your armor and other weapons. Playing a pure lurmboat that sits at 800m cycling through four launchers is a troll build. Occasionally effective, but you can be "occasionally effective" with damned near anything. A typical good LRM build would be ~2 launchers and a decent selection of other weapons.

In the context of MWO they're a support weapon that you fire off while closing to ablate enemy armor before the battle becomes entrenched, and then a tool for keeping the enemy team distracted and less cohesive than they'd otherwise be.

All of that goes double for assaults. If you're playing an assault stuffed with lurms and nothing else, you have yourself to blame when you lose. A medium/heavy doing it is more forgivable because they're not depriving their team of nearly as much armor, but still not that great.
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Wiles

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Re: Mechwarrior Online
« Reply #532 on: September 15, 2016, 03:07:26 pm »

Quote
By the way, if your ever using lrms, don't be out at 500+km, be at 250km with your group

Uhhhh... there are so many things wrong with this from a mechanical POV but ok.

How so? You generally don't want to be out back all alone or someone could sneak around and blow up your mech. Also being closer means the missiles have less travel time to the target meaning they have less time to get into cover. Additionally if you're up near the front lines you can spot your own targets. The Artemis fire control system bonus only comes into play if you personally have line of sight on your target. If your mech has backup weapons (it should) then you can fire them more often if you're up near the front line, increasing your overall damage dealt.
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Neonivek

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Re: Mechwarrior Online
« Reply #533 on: September 15, 2016, 03:23:29 pm »

Quote
By the way, if your ever using lrms, don't be out at 500+km, be at 250km with your group

Uhhhh... there are so many things wrong with this from a mechanical POV but ok.

How so? You generally don't want to be out back all alone or someone could sneak around and blow up your mech. Also being closer means the missiles have less travel time to the target meaning they have less time to get into cover. Additionally if you're up near the front lines you can spot your own targets. The Artemis fire control system bonus only comes into play if you personally have line of sight on your target. If your mech has backup weapons (it should) then you can fire them more often if you're up near the front line, increasing your overall damage dealt.

Sort of a "Good luck even seeing 500 Kilometers into the distance" deal.

This is without getting into how unfathomable weapons that could shoot that distance would be without being large Missiles.
« Last Edit: September 15, 2016, 03:27:53 pm by Neonivek »
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Wiles

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Re: Mechwarrior Online
« Reply #534 on: September 15, 2016, 03:41:09 pm »

Ah, I see. I didn't notice the km at first. It should be meters not kilometers. LRMs in MWO have a max range of 1km (you can boost it a little with modules).
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umiman

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Re: Mechwarrior Online
« Reply #535 on: September 15, 2016, 04:03:53 pm »

Clearly all the mechs need to be equipped with intercontinental ballistic missiles so we can attack South Korea from Japan.


....

...

... Metal Gear!

beorn080

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Re: Mechwarrior Online
« Reply #536 on: September 15, 2016, 04:20:14 pm »

They just need to implement thunderbolt missiles. The ones that have their distance measured in maps rather then hexes,in the tabletop game.
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Rince Wind

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Re: Mechwarrior Online
« Reply #537 on: September 15, 2016, 04:28:42 pm »

Also Thunder missiles so you can lay mines with you LRM launchers.

Is there a way to have 1 on 1 matches with friends?
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Wiles

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Re: Mechwarrior Online
« Reply #538 on: September 15, 2016, 07:27:55 pm »

Is there a way to have 1 on 1 matches with friends?

You click on the social icon at the bottom of the screen, then you click create private lobby under your friends list.

Unfortunately to do 1v1 both players would require premium time as one of the premium options is full teams. If both team leaders don't have premium time this defaults to yes and you'd need two full teams of 12 players to launch.
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beorn080

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Re: Mechwarrior Online
« Reply #539 on: September 15, 2016, 07:53:21 pm »

As someone who played a few rounds way back when, and wishes to get back into this, what sort of things should I know?
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