So basically this is the anti laserboat map?
So basically this is the anti laserboat map?
I'd say it's more a 'slower' map than specifically an anti-laser map.
Ammo will still cook off if your mech gets too hot (I hope) so even balanced loadouts will have to play it safe.
Pretty much.So basically this is the anti laserboat map?
the problem i 'forsee' with it being a large map is like what i would 'expect' to be the case with the snowy one. One team i would 'imagine' could just bypass the other capping the bases with ease... which would not tend to lead to slower games i would think :PI'd say it's more a 'slower' map than specifically an anti-laser map.
Anti laser boats, anti LRM boats, anti big AC boats.... only safe thing to do there is to play machinegun boats !
nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan
Why anti AC? It seems like the low heat generation of those weapons combined with their good mid and short range punchy burst fire would be ideal in an environment with high heat and an arena that grants plenty of opportunities to avoid taking damage from sustained fire.
I said big autocannons, I bet those things generate lots of heat u_u
But now that I think of it, I don't think there will be AC20 boats !
Until the UAC20's come along later i think the most you'll see is double AC-20. Treble is possible n paper, but it's a lot of weight that would have to be mounted on a slow mech with non-maximized amour. That said they still generate some heat. Depending on how bad the heat situation on map is it could get ugly. That said, I’m betting the map will be randomly chosen after you've picked your mech, and the frozen map is basically a laser boaters dream.
There's also the fact that this new map apparently has good lines of sight, that’s going to make small caliber AC's, and Gauss rifles really effective. Maybe. Unless they really wind down the weight of the lighter AC classes I don’t think they'll see real use as they're just too heavy for their damage and it's basically impossible in a real time environment with the limited perception they can offer us to run away at speed over terrain and fire accurately behind us, while the closure rate makes it easy for someone to close up the gap. We can't realistically expect to do as many TT mechs with light AC do, (i.e. run away firing as we go to slow down how fast someone can close).
I don't know what i'm talking about, ignore me.
Thousands of years ago, Egyptians worshipped what would become our ordinary housecat. The cats have never forgotten this.
Rivy: ACs barely generate any heat, even AC-20s. That's meant to be the appeal over an energy weapon like a PPC.
Last edited by Aesaar; 25th Jul 12 at 1:58 AM.
Assming AC-20's they're 7 heat apeice in TT. Assuming they stick to that, dual AC-20's are enough to overwhelm a standard set of 10 single heatsinks on a normal map. On a map like that it could easilly be way too much, but in practise it's rather easy to mount extra heatsinks alongside dual AC20's on anything in the assault class. UAC's are far worse however, 16 every time you fire for UAC-20. Which is on par with an ER PPC.
Are there even UAC/20s in 3049? Pretty sure only UAC/5 exists right now.
AC/20 point is valid though. If caustic valley is as hot as claimed, you may have trouble dissipating heat unless manual powerdowns are part of your repertoire, or you have a good number of sinks (20 including engine or so?).
I am assuming this because it doesn't look like weapons fire once every round (10 seconds in tabletop).
@Afoxi: Yes and no. IS dosen't have them, but the clans are a mere year away and they do. Of course the clans represent the potentiol for HUGE issues all round. They can produce excessivly powerful burst capble of cutting even the buffed armour levels to peices.
Don't even have to go that far, their idea of a death sentence is to give a random dude a glass cannon 50 ton mech with two AC/20s.
Why does that Centurion have UAC/20 ammo if it's only got a standard AC/20?
The UAC/5 is probably the best of the currently implemented autocannons when it comes to weight/damage/ammo per ton ratio. DPS of an AC/10, more than twice the ammo per ton, more range, and 25% lighter. Mount 2 of them, and while they'll weigh 5 tons more than an AC/20, they'll have the same DPS, 2.5 times the ammo, and twice the range.
Though in MWO you'll need 2 ballistic hardpoints, which I don't think that many mechs will have (The K2 does for sure).
If you bought a founders package (or do buy one now) you will be accepted into the beta by 4pm PST TODAY
However it seems like the game is still going to be under NDA soooo.. we still wont be able to talk about it here, but you can say if your in the betaOkay good news. Yes we switched to the full production hardware on Tuesday and things seem to be going well.
Therefore by 4pm Pacific we will be inviting all the remaining founders into Beta.
At least founders should be allowed to say they are in the beta (considering the forum profile says FOUNDER).
CLICK THE LINK::
Livestream of the Nvidia tourny, actual GAMEPLAY FOOTAGE GUYS!!!!!
I think it's safe to say that for the past month or so we've been using "Ponies Online" as a codename for Mechwarrior Online and twisting words around to fit both universes.
Globetrotter = Atlas
<X> with a pet cat = Catapult
Awesome Patch This Week!!! = Awesome Mech in this Patch!!!
Magic Laser = Laser. Duh.
Mail Delivery = Missiles.
Getting Tired = Gaining Heat.
Fainting = Shutdown.
Dragon = ...dragon
So they revealed some interesting stuff about pilot progression. Basically you have three tiers of skills for each mech, the first one is the cheapest and has minor stuff, unique to each mech variant it seems and you need to unlock all of these for a particular mech type (so three of these for the three current variants of Jenners) to advance to the Elite tier which is more powerful and expensive it seems. Then to advance to the Master tier which only has a single skill you need to unlock all lights or something because it's shared between all the lights or something.
And according to the dude from Pirahna it takes about 20 hours to go trough the first tier of skills on a single mech, so we'll have plenty of stuff to unlock
That's not Pilot Progression. That's mech progression. Pilot progression is tied with Role Warfare and NDA.
I caved and got a founder pack too
I'm in the Beta too if anyone wants to setup some games.
Xbox Live/GFWL/Relic Online/Steam: Saberdark
If only we could actually talk about the game here :P
But if you happen to be in the beta, feel free to hit me up.
Is this game based on Mechassault or something?
Jokes aside I've played games in the BT universe, but ironically none that were actually MW. I played Mechassault as mentioned above and Mech Commander Gold. Are MW games basically FPS's? But with more resource management (in the form of heat levels and target jammers etc)?
More of a tank simulator, with the caveat that your tank is bipedal and far more powerful. You are never more potent than you are at the start of the match, from there on you're expending ammo and losing armor (and maybe limbs of your mech). Movement and aiming is slow and deliberate, and there's the very clear layer of the mech between you as the pilot and your mech's movement through the battlefield.
You can check out Mechwarrior: Mercenaries on MekTek for free. It doesn't lean quite as much towards the simulator side of things as MW:O, but it's still more of a mech simulator game than you'll find in any other game featuring giant fighting robots.
I've asked on their beta support but still getting the whole "there was an error while testing your net conection - no connection detected" ANyone found an anwser for that, (yes i tried the whole clear IE personal settings with no luck).
Hoping a more tech savy person here might spot somthing everyone else missed...
(Later models that had tech upgrades used the lightweight single-shot Rocket Launcher pods for additional firepower)
Someone should totally do that in MWO. And once the Clan invasion starts, upgrade it to the post-3050 model (with the AC/20 swapped out for a Gauss Rifle, lasers for pulses, etc.)
Multiple missiles incoming.
Critical damage: left arm, right torso.
EJECT -- EJECT -- EJECT
Tabletop on IRC! irc.hwcommunity.com #tabletop
"This thread sounds like an orgasm." -Ap0k
Awkward moment when you're sitting in front of an AS7-K with literally all armor stripped off and you run out of ammo on all your SRMs in your CPLT-C4.
I couldn't laser him to death before he Gaussed my face off.
So I assume the reason why the Atlas was using the Guass rifle rather then the AC/20 is because MW:O continues the Battletech tradition of AC weapons being completely shite, then?
Well it just depends on what AC you're using really. The AC20 weights just barely less than the gauss rifle, rakes in a lot more heat and does just a bit more damage than the guass rifle (also ammos cheaper for the guass rifle think)
The UAC/5 is pretty damn good. DPS is nearly that of the AC/20 (yes, AC/20), you get quite a bit of ammo per ton, very decent range, and good ROF.
I was wondering, do they intend to include different manufacturer weapons that would behave differently?
Like say, you have an AC/20 from one company which is basically a giant 200mm cannon that fires a single slug. Then you have another AC/20 from a different manufacturer who has two to three smaller calibers linked together, or just a single lower caliber cannon, which either fires a burst of 3-4 shells which do the same damage but instead of in a single point it happens in a small area.
Same thing for AC/5's, a bigger caliber cannon akin to a sniper in damage potential and accuracy, or a smaller caliber gun which fires a stream of death for the same DPS.
NDA alert ! Too much unauthorized info in this thread :P
Ah. So how does the AC/20 compare to an equal weight/slot usage in laser weapons then?The UAC/5 is pretty damn good. DPS is nearly that of the AC/20 (yes, AC/20), you get quite a bit of ammo per ton, very decent range, and good ROF.
Party Pooper :PNDA alert ! Too much unauthorized info in this thread :P
That's me, I poop on your parties.
(for the record: UAC5s are my favourite weapons ever in MWO).
Very badly.Ah. So how does the AC/20 compare to an equal weight/slot usage in laser weapons then?
I know it's NDA stuff but I think I’m going to mention it because I want everyone possible to get on PGI's case (pun not intended), about this.
Heat dissipation per HS per 10 seconds is the same as TT, but faster CD's mean that everything but Gauss is having it's RoF limited by waiting on heat dissipation rather than weapon CD, which is just tearing AC's apart as energy can afford more HS for better heat dissipation and better sustained DPS, (whilst having equivalent burst).
I dunno, I can maul quite a lot of things with an AC/20 CN9-AH, and this was before today's patch we shall not discuss.
Someone on RN mumble actually loaded up dual AC/2s and managed to completely kill another mech, head to head.
Last edited by Afoxi; 31st Jul 12 at 10:48 PM.
A 14 HS, 3 ML setup can still put 5% more damage downrange before overheating and has better burst to boot for alpha's. And every weapon beyond those AC's you add makes it worse as the ML setup gains ever more HS's. The situation is better, (becuase now the AC's are taking less time to get their full damage downrange befoe overheating), bu they are still tottally and utterly overshadowed.Right now the biggest issue is that ammunition is at a premium (they remedied this slightly) and ballistics are stupidly heavy (canon, can't really do much here). Damage-wise all autocannons are competitive as of today (already risking a lot of info here).
Someone on RN mumble actually loaded up dual AC/2s and managed to completely kill another mech, head to head.
For referance the peak DPS before overheating of a 42HS 8ML awsome is around 234 damage over 36 seconds, or 139 over 18.
If the 3rd salvo doesn't overheat you, the 4th most definitely will. That's oh... 12th, 13th second mark?
Chain fire afoxi. 24 HS's dissipate 2.4 heat a second. Assuming we allow the same +1 heat per second more than the HS's can handle we can chain fire them at a rate of slightly less than 1 a second, (0.85 to be exact, or 1.17 seconds between). For 3 ML that works out at 3.52 seconds to fire off all 3. Which is as close as makes no never mind for our purposes. That means you can fire for exactly the same time period as the AC2's before overheating.
The same back working works for the awesome, (it works out at 4.5 ML's for continuous fire at the same excess heat as double AC2, or 5.5 for double excess heat of AC2, (equivalent to treble AC2)). The extra lasers are for when you want to burst fire for max alpha, but it's really heat inefficient.
To hammer the point about the original AC2 vs 3ML+HS comparison home some more:
Once you hit the top of the heat curve, if you want to baby along at the top of that curve with heat neutral firing the AC2 must drop to 2DPS and 1 cannon only whilst the ML setup can fire 2 ML's continuously for 2.85 DPS and still dissipate enough excess heat to either fire the 3rd laser every 4 seconds, (for average of 3DPS), or reduced down to zero heat after 36 seconds. Alternatively if you want to fire up to near max heat, then cool down to zero before firing again the ML setup will be cold in 15 seconds, whilst the AC setup needs 36.
I' not going to post the table here, but i took a bunch of heat neutral "boat" setups from TT, solved their damage to weight ratio's, then worked out what their MWO sustained DPS was for heat neutrality. Divided that by the configuration tonnage and MLS came out leaps and bounds ahead of everything else.
Now one thing the change has done which may well benefit AC2 heavily is it's let various builds get their burst downrange much faster, which at least is bringing their burst time more in line with that of laser builds. They just can't sustain it very well compared to MLS.
p.s. what’s with the 2-3 volleys, 8 ML should overheat after just the second volley if their using TT max heat, (someone else earlier in the thread specified 36 was the max there).
All this technical speak...
All i really need to know is if it operates like Mechassault, as I've never played the original pc games. Would really like to not have to gear grind and have the combat scaled more along the lines of world of tanks, etc.
Those Halcyon Days...
Never played MechAssault so can't say, but based on some comentary i've read, probably not.
From the videos of Mechassault I watched.... it has nothing to do with it.
MWO is first person only, it's not that fast and frantic, you don't pick up ammo or armor EVER, etc etc. It's kind of a tank sim in which tanks have arms and legs (and sometimes jetpacks).
Ugh, Mechassault. Not even close to proper Mechwarrior, that. Poster child for dumbing a series down for the console crowd.
Nothing like Mechassault. This is more close to the real game. Your mech starts out at top shape, and from there it's all downgraded from fighting. Tactics can make or break a game. I had one game where being a nearly totalled Catapult(arms gone) they had killed the whole team and we had gotten none of them. While they fought I sat with my junk mech while a Awsome sat with me capping. The enemy comes in from all corners, ignoring me because I was no threat, but targeted the nearly fully functioning teammate. We won with 8 mechs bearing down on us, not because we killed them all, but because we capped. Enough said. Games are great.
Dat map: but my laserboats!
Only five more days till I'm back in the world...
Look at the bright side, kid - you get to keep all the money.
Why are you not back yet Ramrod!? There are enemies to vanquish and battlefields to conquer!
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