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Thread: Mechwarrior Online

  1. #2321

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    Quote Originally Posted by Rhaegor Stormborn View Post
    Quote Originally Posted by Dahak View Post
    Ugh, the capping cancer has spread from Tanks to Mechs. Haven't had a single match end from actual combat tonight. My Catapult had 20 tons devoted to LRM launchers and ammo and they've consistently been useless. Pulse lasers/SRMs here I go.
    I stopped using LRMs all together as I also find them largely useless in many situations, and you are much weaker when directly engaged than you are with SRMs.
    Well, you are SUPPOSED to be much weaker when engaged directly, thats pretty much the whole point. If you're getting engaged directly, you are very much "doing it wrong".

    Since damage tracking came in, I actually find I do LOADS of dps with missiles. Almost always near the top of the charts. They don't get kills that often, but thats not what they are for. They wear targets down like a freaking belt sander, letting your team kill them much, much easier.

    I have a feeling good use of indirect fire is going to seperate the good teams from the pubbies tbh once it gets settled.

  2. #2322

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    Quote Originally Posted by Alex Caine View Post
    Quote Originally Posted by Rhaegor Stormborn View Post
    Quote Originally Posted by Dahak View Post
    Ugh, the capping cancer has spread from Tanks to Mechs. Haven't had a single match end from actual combat tonight. My Catapult had 20 tons devoted to LRM launchers and ammo and they've consistently been useless. Pulse lasers/SRMs here I go.
    I stopped using LRMs all together as I also find them largely useless in many situations, and you are much weaker when directly engaged than you are with SRMs.
    Well, you are SUPPOSED to be much weaker when engaged directly, thats pretty much the whole point. If you're getting engaged directly, you are very much "doing it wrong".

    Since damage tracking came in, I actually find I do LOADS of dps with missiles. Almost always near the top of the charts. They don't get kills that often, but thats not what they are for. They wear targets down like a freaking belt sander, letting your team kill them much, much easier.

    I have a feeling good use of indirect fire is going to seperate the good teams from the pubbies tbh once it gets settled.
    Although who cares about spread damage done? Why do I care if you did 900 dmg across all of his chassis, when I put 90pt of dmg in his torso and he blew up (or 40 in his head).
    ________________________
    --- Omega Wing -- Rivqua ---

  3. #2323

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    Quote Originally Posted by Rivqua View Post
    Quote Originally Posted by Alex Caine View Post
    Quote Originally Posted by Rhaegor Stormborn View Post
    Quote Originally Posted by Dahak View Post
    Ugh, the capping cancer has spread from Tanks to Mechs. Haven't had a single match end from actual combat tonight. My Catapult had 20 tons devoted to LRM launchers and ammo and they've consistently been useless. Pulse lasers/SRMs here I go.
    I stopped using LRMs all together as I also find them largely useless in many situations, and you are much weaker when directly engaged than you are with SRMs.
    Well, you are SUPPOSED to be much weaker when engaged directly, thats pretty much the whole point. If you're getting engaged directly, you are very much "doing it wrong".

    Since damage tracking came in, I actually find I do LOADS of dps with missiles. Almost always near the top of the charts. They don't get kills that often, but thats not what they are for. They wear targets down like a freaking belt sander, letting your team kill them much, much easier.

    I have a feeling good use of indirect fire is going to seperate the good teams from the pubbies tbh once it gets settled.
    Although who cares about spread damage done? Why do I care if you did 900 dmg across all of his chassis, when I put 90pt of dmg in his torso and he blew up (or 40 in his head).

    Because that spread damage means your team mate onlky had to put 30 points into the torso, or 10 into the head, thereby killing him fast, meaning they took less damage, meaning your team wins easier/faster/at all.

    Or, if you have 2 good LRM mechs and a good scout, you can pretty much guarantee at least a few enemy assaults won't reach your team at ALL.

  4. #2324

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    Quote Originally Posted by Alex Caine View Post
    Quote Originally Posted by Rivqua View Post
    Quote Originally Posted by Alex Caine View Post
    Quote Originally Posted by Rhaegor Stormborn View Post
    Quote Originally Posted by Dahak View Post
    Ugh, the capping cancer has spread from Tanks to Mechs. Haven't had a single match end from actual combat tonight. My Catapult had 20 tons devoted to LRM launchers and ammo and they've consistently been useless. Pulse lasers/SRMs here I go.
    I stopped using LRMs all together as I also find them largely useless in many situations, and you are much weaker when directly engaged than you are with SRMs.
    Well, you are SUPPOSED to be much weaker when engaged directly, thats pretty much the whole point. If you're getting engaged directly, you are very much "doing it wrong".

    Since damage tracking came in, I actually find I do LOADS of dps with missiles. Almost always near the top of the charts. They don't get kills that often, but thats not what they are for. They wear targets down like a freaking belt sander, letting your team kill them much, much easier.

    I have a feeling good use of indirect fire is going to seperate the good teams from the pubbies tbh once it gets settled.
    Although who cares about spread damage done? Why do I care if you did 900 dmg across all of his chassis, when I put 90pt of dmg in his torso and he blew up (or 40 in his head).

    Because that spread damage means your team mate onlky had to put 30 points into the torso, or 10 into the head, thereby killing him fast, meaning they took less damage, meaning your team wins easier/faster/at all.

    Or, if you have 2 good LRM mechs and a good scout, you can pretty much guarantee at least a few enemy assaults won't reach your team at ALL.
    How much AMS is needed to negate volleys of 40 missiles ?
    ________________________
    --- Omega Wing -- Rivqua ---

  5. #2325

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    Quote Originally Posted by Rivqua View Post
    Quote Originally Posted by Alex Caine View Post
    Quote Originally Posted by Rivqua View Post
    Quote Originally Posted by Alex Caine View Post
    Quote Originally Posted by Rhaegor Stormborn View Post
    Quote Originally Posted by Dahak View Post
    Ugh, the capping cancer has spread from Tanks to Mechs. Haven't had a single match end from actual combat tonight. My Catapult had 20 tons devoted to LRM launchers and ammo and they've consistently been useless. Pulse lasers/SRMs here I go.
    I stopped using LRMs all together as I also find them largely useless in many situations, and you are much weaker when directly engaged than you are with SRMs.
    Well, you are SUPPOSED to be much weaker when engaged directly, thats pretty much the whole point. If you're getting engaged directly, you are very much "doing it wrong".

    Since damage tracking came in, I actually find I do LOADS of dps with missiles. Almost always near the top of the charts. They don't get kills that often, but thats not what they are for. They wear targets down like a freaking belt sander, letting your team kill them much, much easier.

    I have a feeling good use of indirect fire is going to seperate the good teams from the pubbies tbh once it gets settled.
    Although who cares about spread damage done? Why do I care if you did 900 dmg across all of his chassis, when I put 90pt of dmg in his torso and he blew up (or 40 in his head).

    Because that spread damage means your team mate onlky had to put 30 points into the torso, or 10 into the head, thereby killing him fast, meaning they took less damage, meaning your team wins easier/faster/at all.

    Or, if you have 2 good LRM mechs and a good scout, you can pretty much guarantee at least a few enemy assaults won't reach your team at ALL.
    How much AMS is needed to negate volleys of 40 missiles ?
    A lot. And negating 80 missiles from 2 catapults (or 1 XL stalker) needs a metric fuckton.

    I'm not saying LRMs are the "lol, gg" weapon. But only people that are shit with them think they are shit.
    It really comes down to mentality....LRMs help the team win, but direct fire gets more kills. Really depends how much you value that K/d stat as opposed to win/loss.

    Personally, W/L is the ONLY important stat in a team game IMO.

  6. #2326

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    Quote Originally Posted by Alex Caine View Post
    Quote Originally Posted by Rhaegor Stormborn View Post
    Quote Originally Posted by Dahak View Post
    Ugh, the capping cancer has spread from Tanks to Mechs. Haven't had a single match end from actual combat tonight. My Catapult had 20 tons devoted to LRM launchers and ammo and they've consistently been useless. Pulse lasers/SRMs here I go.
    I stopped using LRMs all together as I also find them largely useless in many situations, and you are much weaker when directly engaged than you are with SRMs.
    Well, you are SUPPOSED to be much weaker when engaged directly, thats pretty much the whole point. If you're getting engaged directly, you are very much "doing it wrong".

    Since damage tracking came in, I actually find I do LOADS of dps with missiles. Almost always near the top of the charts. They don't get kills that often, but thats not what they are for. They wear targets down like a freaking belt sander, letting your team kill them much, much easier.

    I have a feeling good use of indirect fire is going to seperate the good teams from the pubbies tbh once it gets settled.
    Problem is when your team is mostly dead and you are outnumbered, you will be engaged directly eventually. I prefer to be fully equipped to deal with direct engagements rather than hope my indirect support fire helps my team win without me ever being engaged directly as that rarely happens in my experience.

  7. #2327
    Qwert's Avatar
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    Quote Originally Posted by Rhaegor Stormborn View Post
    Quote Originally Posted by Alex Caine View Post
    Quote Originally Posted by Rhaegor Stormborn View Post
    Quote Originally Posted by Dahak View Post
    Ugh, the capping cancer has spread from Tanks to Mechs. Haven't had a single match end from actual combat tonight. My Catapult had 20 tons devoted to LRM launchers and ammo and they've consistently been useless. Pulse lasers/SRMs here I go.
    I stopped using LRMs all together as I also find them largely useless in many situations, and you are much weaker when directly engaged than you are with SRMs.
    Well, you are SUPPOSED to be much weaker when engaged directly, thats pretty much the whole point. If you're getting engaged directly, you are very much "doing it wrong".

    Since damage tracking came in, I actually find I do LOADS of dps with missiles. Almost always near the top of the charts. They don't get kills that often, but thats not what they are for. They wear targets down like a freaking belt sander, letting your team kill them much, much easier.

    I have a feeling good use of indirect fire is going to seperate the good teams from the pubbies tbh once it gets settled.
    Problem is when your team is mostly dead and you are outnumbered, you will be engaged directly eventually. I prefer to be fully equipped to deal with direct engagements rather than hope my indirect support fire helps my team win without me ever being engaged directly as that rarely happens in my experience.
    That is why the default Atlas is so good. Most of its kit is a brawler, but it has an LRM20 and ammo, meaning that if anyone on your team tags something, you can be constantly firing as 2/3 of a Cat, then show up with an AC/20, SRM6 and medium lasers to clean up.

  8. #2328

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    How much ams ammo do you need to take down one volley of 40 missiles? Then think of the opportunity cost of carrying all that ams ammo and you run into a LRM light team.

    Also most lrm platforms carry some form of CQ weapons.

  9. #2329
    Tordin Varglund's Avatar
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    how the fuck does this shit work

    i cant even move forward what the shit

    e: nvm joystick input was messing up my controls
    Last edited by Tordin Varglund; August 8 2012 at 05:18:08 PM.

    Quote Originally Posted by Lusulpher View Post
    And I love those shitty 57mm T50-2s that brawl my 76mm...lawl...I do panther I DPS, bitch.

  10. #2330

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    Quote Originally Posted by Tordin Varglund View Post
    how the fuck does this shit work

    i cant even move forward what the shit
    It's W.

  11. #2331

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    New updates are making me happy. Still can't shoot my ac20 worth a fuck but hey. Founders mech (yes, all four) look cool in mechlab.

  12. #2332

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    Ok I think I'm gonna have to get this after all. Anyone got some advise on which founder's mech to pick? Looks like the advantage of the founder's mech is the c-bill bonus, so which size class is the best at raking in cash?
    Last edited by CastleBravo; August 8 2012 at 06:02:13 PM.

  13. #2333
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    Quote Originally Posted by CastleBravo View Post
    Ok I think I'm gonna have to get this after all. Anyone got some advise on which founder's mech to pick?
    Jenner - Fast scout, if you like harassing fatties and being perhaps only moments away from dying at all times. Can still bring down assaults but takes work.

    Hunchback - Medium weight brawler, comes with a heavy ballistics loadout. Little bit of a glass cannon but packs a lot of punch for its weight.

    Catapult - Primarily fire-support, not the greatest for close-in work due to a large center torso and meh armoring, but can mount a good array of personal defense weapons to back up long range missile fire. My personal choice for not-entirely-logical reasons.

    Atlas - Probably the most flexible due to the amount and variety of weapons it can bring. Downsides being that it is very large and very slow.

  14. #2334

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    I already have an understanding of battletech size classes, but which one is going to work well for grinding c-bills since that's what they are for. If I get the atlas, am I going to have to worry about massive repair bills or anything like that that kills the profitability of piloting an assault mech?

  15. #2335
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    Quote Originally Posted by Dahak View Post
    Ugh, the capping cancer has spread from Tanks to Mechs. Haven't had a single match end from actual combat tonight. My Catapult had 20 tons devoted to LRM launchers and ammo and they've consistently been useless. Pulse lasers/SRMs here I go.
    That's because you suck, and your team sucks. If you hate capping that much then just sit on your point with an atlas the entire game. I was playing with a group a few nights ago and we won about 10 games in a row through sending a single jenner to one side of the map, then caprushing with our mediums and heavies on the opposite side of the map while the entire enemy team was trying to chase down the jenner. There's no way it would have worked had they actually fanned out properly and noticed the caprush.


    Quote Originally Posted by Torashuu View Post
    How much ams ammo do you need to take down one volley of 40 missiles? Then think of the opportunity cost of carrying all that ams ammo and you run into a LRM light team.

    Also most lrm platforms carry some form of CQ weapons.
    LRM boats really shouldn't go out of their way to carry CQ weapons imo. They should just stay nearby other mechs in the back, but not right next to. Then rather than plink away at the jenner with your token medlas, you can just move in such a way that your teamate can shoot it easily while you continue to LRM things (or vice versa if the teamate in the back is the one being attacked). If it comes down to only you left, you probably weren't going to win with just 4 medlas anyway.

    Also regarding AMS, it's not really designed to counter dedicated LRM platforms as much as it's negating the damage from random LRM fire from mechs that just use a token LRM launcher and a ton of ammo. Of course since AMS targets any enemy missile, the more AMS mechs you cluster together the more damage they negate.

  16. #2336
    Dahak's Avatar
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    Quote Originally Posted by CastleBravo View Post
    I already have an understanding of battletech size classes, but which one is going to work well for grinding c-bills since that's what they are for. If I get the atlas, am I going to have to worry about massive repair bills or anything like that that kills the profitability of piloting an assault mech?
    vOv

    The current economy is as simple as...

    Win: 250k cbills * premium y/n * founder y/n
    Lose: 125k cbills * premium y/n * founder y/n

    No repairs or reloads are enabled. In the past they were, and assaults were more expensive on account of having more armor/ammo to refill, but there also was no scaling of reward based on damage dealt, which would help assaults out. How the finalized economy will work is known only to the devs, and possibly even not them.

    One thing I've learned from Tanks is to pick a premium vehicle that you enjoy driving, since you're probably going to be doing it a lot.


    Quote Originally Posted by dpidcoe View Post
    Quote Originally Posted by Dahak View Post
    Ugh, the capping cancer has spread from Tanks to Mechs. Haven't had a single match end from actual combat tonight. My Catapult had 20 tons devoted to LRM launchers and ammo and they've consistently been useless. Pulse lasers/SRMs here I go.
    That's because you suck, and your team sucks. If you hate capping that much then just sit on your point with an atlas the entire game. I was playing with a group a few nights ago and we won about 10 games in a row through sending a single jenner to one side of the map, then caprushing with our mediums and heavies on the opposite side of the map while the entire enemy team was trying to chase down the jenner. There's no way it would have worked had they actually fanned out properly and noticed the caprush.
    Yes, the reason we're losing to rushes is because I suck, not because it's just me and my fire support mech against an Atlas, two Awesomes and a Hunchback on my team's capture point. What's more, telling someone that to not lose the game they have to sit in one place and not play the game is a fucking stupid idea. There's a bit more to a game than sitting in a square watching a bar go down. Current capping mechanics are deeply unsatisfying and just plain not fun.

    Those are kind of opposite of what you want to go for when creating a game.
    Last edited by Dahak; August 8 2012 at 06:24:33 PM.

  17. #2337

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    So if repairs are reenabled I should load up a suicide mech with a shitload of beams and no armor? That.... sounds like fun

  18. #2338
    Tordin Varglund's Avatar
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    wow this game blows

    Quote Originally Posted by Lusulpher View Post
    And I love those shitty 57mm T50-2s that brawl my 76mm...lawl...I do panther I DPS, bitch.

  19. #2339

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    Care too elaborate?

  20. #2340
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    What everyone seems to miss when showing off their nice LRM damage numbers and the 10 pts of dmg I had to deal less to get through the Atlas CT they forget I could also just have another Atlas beside me helping kicking that CT in.

    Fuck your LRM spamming dealing 900 damage spread over 8 hitzones per mech you shoot at. You could just sit in a Atlas or mount SRM, sit beside me, help me out by covering my ass when I take too much damage and help putting the damage where it is needed. 1 scout and 2 catas taking down an assault is only usefull if 3 other mechs could not do the same as good or even better. And 3 assaults could do it better right now.

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