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Old 10-30-2012, 11:08 AM   #19
PsYcNeT
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Originally Posted by vektor View Post
thank eff, where is the menu? I looked last night at 2 in the morning and couldn't find it. It's an ok game I thought, if I could tweak it to look like how I like games then it'd be way more fun. It'll be interesting if they can get 32 vs. 32 or more in persistent world capture point matches. As it is it needs a lot of work obviously, the old mechwarrior game on the xbox had better multiplayer, it's a zergfest right now.

Also, how do you use jump jets? I saw guys flying around, assuming you can only fly with a purchased mech, I'm just curious.

Also #2, do missiles do way more damage than lasers and is there 3rd person?
1. Lower right corner of the mechlab (also lets you change key configs)

2. There are plans for larger battles, but that will be coming with Community Warfare (they say it'll drop in December/January). This includes planetary capture and resources.

3. Jump jets exist only on certain variants of JJ-enabled mechs. These include Jenners, Ravens, and all Catapult variants excluding the K2. There are more Mechs in the pipe that have JJs, include a JJ enabled Assault mech.

4. No 3rd person, mainly to avoid the bull#### pop-tarting that happened in MW4 (could look over hills and see other mechs, then JJ up and hit them with PPC/Gauss before they could even target you).

5. Here's a damage/heat/cooldown chart, courtesy of forum-god Ohm:



Visit this thread for a lot of helpful hard data that Ohm has collected.

The big difference is weapons is as follows:

Ballistic = Single shot, pinpoint damage to a single point, amount of damage depends on what weapon

Missile = 1 SRM = 2.5 dmg, 1 LRM = 2 dmg, missiles have varying flight paths tend to spread. SRMs much be fired at close range or else a cluster of say, 24 missiles, only 4-6 will hit. LRMs are similar in that cover, AMS, and running out of their range could make a devastating volley useless. Even up close, an SRM/LRM volley might hit many parts of the mech, rather than say the pinpoint damage of a laser or ballistic.

Energy = hits exactly where you aim it, but has a longer fire time depending on the laser. Pulse lasers shoot faster and dump the damage quicker, but create more heat. PPCs act like ballistics.
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Last edited by PsYcNeT; 10-30-2012 at 11:14 AM.
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