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Old 11-08-2012, 09:46 AM   #121
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There isn't really a 'server' as individual matches are put together automatically. You can join up in a group before you join a match though, to play with the people you want.
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Old 11-08-2012, 09:57 AM   #122
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As far as the GXP thing goes, I would agree it's a bad idea. It accumulates so slow, and the mech xp accumulates rather fast I'd just use the mech xp. As well, I remember reading somewhere in this thread to save the GXP for your modules, which can only be gotten with GXP.

I was with you on the streaks, but they seem to hit hard enough that the wait is worth it, as well, if you're coming in on a target from a ways out it gives you something to hit with while you get into range of the smalls. I tried a srm4 pack, wasn't a fan of it, since they dead fire you really have to get the leading of target down. One thing to consider, that they just intro'd is the Artemis system. I think, not 100%, that it locks on faster with both LRM's and Streaks. It helps LRM's stay on target better, but not SRM's. It's 2 tons, and not too expensive. I took a look, but wasn't planning on playing so didn't do the work to rearrange everything to make it fit.

I shall consider the 250 engine over the 245, still a ways out though. Probably go with what I consider the lowest of the jenners next time I play.
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Old 11-08-2012, 10:52 AM   #123
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Took a look at the equivalent xl engine last night. I assume that a standard 245 and an XL 245 run the same, weight and slots aside?

Anyway, it's more than my mech haha. So I think I'm going to go with a second Jenner and once I get closer to elite on my Jenner I'll decide on a primary Jenner and equip that with an XL. I realize that this isn't particularly interesting, I just have no one else to talk about this game with
The goal in placing an XL in a scout mech like a Jenner is not really to save tonnage but to cram the largest possible engine you can into the mech. The faster you are the harder you are to hit/kill. Plus if you can put a big enough engine in you gain extra heatsinks meaning you can remove some from your chasis. As you already know, they are really expensive but the nice thing is that once you buy one you can swap it into any other mech you purchase.

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As far as the GXP thing goes, I would agree it's a bad idea. It accumulates so slow, and the mech xp accumulates rather fast I'd just use the mech xp. As well, I remember reading somewhere in this thread to save the GXP for your modules, which can only be gotten with GXP.


I was with you on the streaks, but they seem to hit hard enough that the wait is worth it, as well, if you're coming in on a target from a ways out it gives you something to hit with while you get into range of the smalls. I tried a srm4 pack, wasn't a fan of it, since they dead fire you really have to get the leading of target down. One thing to consider, that they just intro'd is the Artemis system. I think, not 100%, that it locks on faster with both LRM's and Streaks. It helps LRM's stay on target better, but not SRM's. It's 2 tons, and not too expensive. I took a look, but wasn't planning on playing so didn't do the work to rearrange everything to make it fit.


I shall consider the 250 engine over the 245, still a ways out though. Probably go with what I consider the lowest of the jenners next time I play.
Yes, GXP should be saved for pilot modules because they can only be unlocked with GXP and require a high amount of xp.

Streaks are absolutely devastating and one of the popular Cat builds right now is based entirely on them. I prefer standard SRMs because they do a ton of damage and I know how to lead them. I can core a mech with a few volleys of SRM 6. Artemis has zero effect on Streak SRMs. However, it tightens the missile spread of both LRMs and SRMs.
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Old 11-08-2012, 11:14 AM   #124
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Ok, I read about the artemis but it was a bit hazy so thanks for the correction. The rest is definitely food for thought.

Is the artemis really necessary? I know it's part of the universe and all, but as is it seems like missile boats are devastating enough without both shortening lock on and tightening the spread of the missiles. Is there an ECM out there that I missed? The AMS is helpful but it can only do so much against a flight of 30 missiles.
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Old 11-08-2012, 11:29 AM   #125
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Ok, I read about the artemis but it was a bit hazy so thanks for the correction. The rest is definitely food for thought.

Is the artemis really necessary? I know it's part of the universe and all, but as is it seems like missile boats are devastating enough without both shortening lock on and tightening the spread of the missiles. Is there an ECM out there that I missed? The AMS is helpful but it can only do so much against a flight of 30 missiles.
ECMs are coming. Artemis makes a big difference for LRMs. When equiped all of those missiles usually make their way to the cockpit. LRMs need to be nerfed big time. The game has become an absolute joke since the patch. I just sit in cover for 3/4 of the game while both sides exchange missiles.
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Old 11-08-2012, 11:34 AM   #126
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As a scout, I play a game of trying to spot/tag as many targets as possible before I get locked onto, and then ducking for the nearest overhead cover until things cool off. The funny thing is, the cover is pretty obvious so quite often the badly crippled mech pops into the same cover as I am in, and I finish him off with my lasers.

I am about 50/50 on dying in the first 2 mins of a match, mostly due to maps that have limited cover, but when I survive that initial onslaught, the win usually follows and I break 150k c-bills and 6-700xp easily.

It is really satisfying knowing that that commando rushing at you with a flamer won't survive to get to you because he has 80-100 missiles coming down on his head in mere seconds.

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Streaks are absolutely devastating and one of the popular Cat builds right now is based entirely on them. I prefer standard SRMs because they do a ton of damage and I know how to lead them. I can core a mech with a few volleys of SRM 6. Artemis has zero effect on Streak SRMs. However, it tightens the missile spread of both LRMs and SRMs.
I am so tempted to go with a Streakcat build, but I really can't stand the slow movement and turning. Maybe I should play with the trial Cat and see if I can get used to it.
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Old 11-08-2012, 12:06 PM   #127
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I haven't played much since the patch, but even before it, it was dangerous to leave cover early in the match. I guess I'll have to make further sure I don't poke my head out to early at all. Early on I died a lot at the beginning of the match, I definitely learned my lesson, and it's rare I die extremely early. I tend to wait for another scout to tag along in the general direction I'm going now. 2 lights can scare off another light easily enough, becuase generally he's got a buddy following him up and getting that bit of breathign space to get back to your heavies is all you need to survive a bit longer.

I don't break 150k that often, perhaps a lack of kills? I tend to get kills assists, regardless of type. I do a lot of work, then one flight of missiles comes arcing in and finishes off my target. it sucks a bit, but winning still generates more than losing with a kill, so I just continue on my way.

Regardless, I'm still loving this game, from the tweaking to the actual combat Im enjoying it greatly. I've read in this thread and around that they plan on implementing more of an over arching plan to the game and I really hope they do. As much as I enjoy it now, without some objective of some sort, 8 vs 8 or 12 v 12 deathmatching will eventually get old. I hope the Houses thing works out.
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Old 11-08-2012, 12:32 PM   #128
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Kills and kill assists provide the same amount of XP, 2000 a piece. You should be getting spot assists especially if your missile boats are attacking what you're targeting. Always try and target the enemy missile boats first (like Catapult C1s) so your brawlers can move in.

The meta game (Community warfare with houses) is supposed to be implimented Q1 or Q2 of 2013. However, the devs recently posted that a new gametype (Conquest) will be coming soon. Sounds like there will be some objectives (hold/capture resource points). They've also talked about a dropship mode where each player brings 4 mechs with them into battle. When you die, you drop in one of your other mechs.
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Old 11-08-2012, 01:09 PM   #129
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I don't break 150k that often, perhaps a lack of kills? I tend to get kills assists, regardless of type. I do a lot of work, then one flight of missiles comes arcing in and finishes off my target. it sucks a bit, but winning still generates more than losing with a kill, so I just continue on my way.
I rarely get kills, but make sure I shoot everything with my laser when I tag, so when it dies I get an assist. That and 4 or more spotting assists during a match really adds up, at 2k each.

I am still slightly confused about how salvage works though.
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Old 11-08-2012, 01:31 PM   #130
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Ah good info always. I shall make sure to just hit stuff, even if i'm running by.

I think salvage is based on destroying parts of other mechs, shooting off arms etc. But that's not based on anything I've read, just on what I've experienced in the game.
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Old 11-08-2012, 01:47 PM   #131
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I rarely get kills, but make sure I shoot everything with my laser when I tag, so when it dies I get an assist. That and 4 or more spotting assists during a match really adds up, at 2k each.

I am still slightly confused about how salvage works though.
The way salvage works is like this; When a mech is destroyed the value of its parts are totalled and split amongst the winning team. That value will change based on what equipment/weapons your team destroyed/damaged during the battle. So if you destroy the cockpit or legs and leave the rest of the mech in tact you'll end up with more salvage money then if you take out it's torsos (where all the the goodies are housed).
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Old 11-08-2012, 02:27 PM   #132
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That makes way more sense than what I thought.
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Old 11-08-2012, 02:40 PM   #133
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That makes way more sense than what I thought.
Ya. Traditionally the way it worked in past Mechwarrior games (single player) is that you'd recover weapons, equipment and even mechs from the battlefield. In a multiplayer setting it would be hard to distrubute actual parts so that's why they went with the monetary value instead.
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Old 11-08-2012, 02:49 PM   #134
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280xl is the best Jenner engine until they lift the speed cap.
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Old 11-08-2012, 03:03 PM   #135
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Good to know. I was watching a video on some MWO stuff, looked like two clans battling it out and I saw the jenner going 140kph. That's impressive speed right there. I assume, from what you said, he was using something like the 280? I wish the game was a bit more transparent in regards to the math, or rather, there was a central location for the information. Although, it could be I'm not looking hard enough.
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Old 11-08-2012, 03:15 PM   #136
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[OpSec redacted]
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Old 11-08-2012, 04:01 PM   #137
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Well now I really want to know what you said.
It have anything to do with my central information comment? I admit, I probably haven't looked as hard as i should. I can't search at work, gets blocked, and at home if I'm on my computer I'm gaming, which is limited in time.
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Old 11-08-2012, 05:37 PM   #138
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Good to know. I was watching a video on some MWO stuff, looked like two clans battling it out and I saw the jenner going 140kph. That's impressive speed right there. I assume, from what you said, he was using something like the 280? I wish the game was a bit more transparent in regards to the math, or rather, there was a central location for the information. Although, it could be I'm not looking hard enough.
I know they plan on rolling out a new UI that has a lot more detailed information about equipment. For now go here and scroll down to the engine spreadsheets:

http://mwomercs.com/forums/topic/270...-excel-inside/
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Old 11-09-2012, 08:17 AM   #139
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I took a quick look last night. I bookmarked it. Thanks

My lord that 300 is expensive.
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Old 11-14-2012, 11:29 PM   #140
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What is the minimum amount of heat sinks you need on a Commando mech? I changed to the dual heat sink and I went from 10 to 6 and now it's not letting me use the unit due to not having enough heat sinks.
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