The Glade 4.0

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PostPosted: Thu Jan 24, 2013 2:02 pm 
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Raell wrote:
I am having heat issues with my pc right now. I can't play more than two matches without my PC crashing. Not sure if it is the video card or the processor. All I know is that my box starts to sound like a black hawk and it crashes.


Have you tried turning your video card fan speed up manually? That's how I resolved my heat issues.

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PostPosted: Thu Jan 24, 2013 4:39 pm 
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Oh god. I found the online mech configurator.

There goes my day week month..

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PostPosted: Thu Jan 24, 2013 4:47 pm 
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Ooh. Where?

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PostPosted: Thu Jan 24, 2013 6:01 pm 
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http://mwo.smurfy-net.de/mechlab#modified

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PostPosted: Fri Jan 25, 2013 12:03 am 
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There was a guy on our team with a Stalker running 6x PPC's. That was hilarious. He had the playstyle for it, too -- he'd sit overlooking a fight, wait for a good shot, and alpha strike with 'em. That'd spike his heat to 90% or so, then he'd duck for cover enough to cool down, come back for a kill shot, and shutdown from overheating.

The dude racked up like 5 kills that way. I saw him target a Centurion's arm and one-shot it from pristine to vaporized. Poor guy.

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PostPosted: Fri Jan 25, 2013 12:42 am 
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Müs wrote:
After playing this last night I have come to the realization:

I am really really bad at this game.


Give it time. Learning to pilot is the hardest part.

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PostPosted: Fri Jan 25, 2013 1:04 am 
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They really need to reduce the jam rate on UAC5s. Its kinda ridiculous.

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PostPosted: Fri Jan 25, 2013 3:57 am 
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Yea, the UAC 10 was horrible. I gave it up with a quickness.

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PostPosted: Fri Jan 25, 2013 12:48 pm 
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Müs wrote:
They really need to reduce the jam rate on UAC5s. Its kinda ridiculous.

It's there because if it weren't, UAC5's would be the only weapon you'd ever take. Doubleshots are meant to be opportunistic to squeeze out that last hit that will core your enemy's exposed structure, not the standard means of fire.

And yeah, time and practice are the best remedy. I still have tons of "off" matches. Dropping with friends on voice doesn't hurt, either. I do most of my playing with my brother and step-brother these days, and the difference in performance in having 3 people coordinating is impressive, even if one of them tends to be way too aggressive, and the other one gets distracted more easily than I'd like, lol.

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PostPosted: Sat Jan 26, 2013 10:13 am 
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Kaffis Mark V wrote:
Müs wrote:
They really need to reduce the jam rate on UAC5s. Its kinda ridiculous.

It's there because if it weren't, UAC5's would be the only weapon you'd ever take. Doubleshots are meant to be opportunistic to squeeze out that last hit that will core your enemy's exposed structure, not the standard means of fire.
Do they still jam even when you're only single-firing them? Cuz that's what really pissed me off. I mounted a pair of UAC5s on an Atlas once and literally my very first trigger pull resulted in a double jam.
I totally get why they have to have a chance of jamming when double firing, but not when you aren't.

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PostPosted: Sat Jan 26, 2013 6:47 pm 
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Shelgeyr wrote:
Kaffis Mark V wrote:
Müs wrote:
They really need to reduce the jam rate on UAC5s. Its kinda ridiculous.

It's there because if it weren't, UAC5's would be the only weapon you'd ever take. Doubleshots are meant to be opportunistic to squeeze out that last hit that will core your enemy's exposed structure, not the standard means of fire.
Do they still jam even when you're only single-firing them? Cuz that's what really pissed me off. I mounted a pair of UAC5s on an Atlas once and literally my very first trigger pull resulted in a double jam.
I totally get why they have to have a chance of jamming when double firing, but not when you aren't.


They jam all the damn time. I dropped them in favor of 2 large pulse lasers.

Even in TT, they jammed only on a 2, and only in DF mode.

These are like PEW PEW Jam PEW Jam PEW PEW PEW Jam PEW Jam. Worthless. They never would have been fielded as a military weapon like that.

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PostPosted: Sun Jan 27, 2013 3:48 pm 
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Müs wrote:
Worthless. They never would have been fielded as a military weapon like that.


That describes pretty much every weapon in Battletech, as well as the concept of Battlemechs themselves. Not that I'm ripping on Battletech; it's just that the point of the game is fighting with giant robots. If something else is the point, giant robots pretty much never make sense as opposed to more conventional combat vehicles.

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PostPosted: Sun Jan 27, 2013 4:53 pm 
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Diamondeye wrote:
Müs wrote:
Worthless. They never would have been fielded as a military weapon like that.


That describes pretty much every weapon in Battletech, as well as the concept of Battlemechs themselves. Not that I'm ripping on Battletech; it's just that the point of the game is fighting with giant robots. If something else is the point, giant robots pretty much never make sense as opposed to more conventional combat vehicles.


Well yeah, but in the context of Giant Robots Pummeling Each Other, the online version of the UAC5 sucks ***.

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PostPosted: Sun Jan 27, 2013 7:56 pm 
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The tabletop version was never worth taking, either, so I don't know what your beef is.

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PostPosted: Fri Feb 01, 2013 3:50 pm 
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The AC/2 and AC/5 are either for shooting down aerospace fighters, or for slinging out damage while sinking heat. As such, the Ultra versions of those two weapons are pretty worthless. Ultra ACs only have a 42% chance to actually hit with both shots.

The Ultra AC/2 has an average damage of 2.8 when double-fired. Combined with the -4 to hit for long range, it lacks the punch to take down any LRM boat at long range. So even in the unlikely event that you can stay out of LRM range, you can't take advantage of that situation. You're better off single firing and conserving ammo, at which point you get no advantage over the standard AC/2. Employed against aerospace fighters, you're just looking to hit and possibly cause the pilot to lose control.

Moving up to an AC/5 puts you at LRM range. Your damage comes in clumps of 5, and is not subject to scatter. Double-firing puts your average damage at 7.1. For comparison, the average damage of an LRM 10 is 8.7. The LRM is lighter, and though it consumes more heat, it can still be fired without needing additional heat sinks. Furthermore, an LRM 10 can be indirect-fired. Compared to a PPC, the Ultra AC/5 is at an even more pronounced disadvantage. The Ultra AC/5 does have a range advantage, and the PPC is a heat hog, but the PPC still shoots far enough to be a long-range weapon. Generally speaking, like with the AC/2 vs the LRM rack, the range on an AC/5 or LRM lets you get one volley off before the PPC closes on you. Any standard mech with a PPC can take an Ultra AC/5 without blinking.

What the AC/5 is really for is the Marauder, which doesn't quite have enough heat sinks to run both PPCs. After running the heat up, the Marauder backs off on one PPC and lets you have it with the AC/5. It also gives the Marauder something to fire when it's not quite within PPC range, or that can be employed against LRM boats that are trying to stay out of PPC range. That way, the Marauder can shear off some armor while it moves to engage Catapults and Archers. You also use it to get a free shot on a Warhammer, which is slightly faster and better capable of running dual PPCs.

The small autocannons are for giving big mechs options. If you're looking at them thinking they're your main gun, you've missed the point of the weapon. The autocannon doesn't become a main gun until the AC/10. Now, if you're looking at double-firing one of those, you're just wasting ammo. A 40% chance to hit like an AC/20 is not a good use of the ammo on your main gun. Anything you need to hit with an AC/20 can take an AC/20 hit. A 60% chance to waste ammo on a hit is not a good tradeoff. If you want to hit like an AC/20, pack an AC/20. If that's not an option, throw two medium lasers on. At the range you're planning to use an Ultra AC/10, the medium lasers will probably miss, but that's not any different than double-firing.

The only Ultra AC worth firing is the Ultra AC/20. You blow through ammo like a gang of hookers at a circus seal contest, but landing that 40% chance to hit with both volleys will put any mech in bad shape.

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PostPosted: Tue Feb 05, 2013 10:10 pm 
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Loving the new UI screens' info.

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PostPosted: Tue Feb 19, 2013 9:34 pm 
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Alpine Peaks is the best thing to happen to this game to date.

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PostPosted: Tue Feb 19, 2013 10:02 pm 
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Gggrrrrrumble..**** computer...

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PostPosted: Sun Mar 03, 2013 10:09 pm 
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Kaffis Mark V wrote:
Alpine Peaks is the best thing to happen to this game to date.



It is way too freaking big.

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PostPosted: Sun Mar 03, 2013 11:21 pm 
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Raell wrote:
Kaffis Mark V wrote:
Alpine Peaks is the best thing to happen to this game to date.



It is way too freaking big.

Only because you're driving slow and/or short-range mechs. My 70 kph Artemis Catapult C1 with 2x LRM15's and a Tag loves that map. ;)

What we really need are a few more maps of that size in the rotation, so there's a pretty even mix of small and larger maps. Right now, Alpine Peaks is rare enough that it's not worth taking a true dedicated long-range mech when it's more likely you'll end up on a brawler's haven. By itself, it isn't enough to shift the drop meta.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Sun Mar 03, 2013 11:41 pm 
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I just got the last Cent in the group that will run at like 90. Even then, Holy crap it is a big map. Don't get me wrong, it looks good and it is a million times better than the 'night' map.

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PostPosted: Sun Mar 03, 2013 11:58 pm 
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I think the thing I like best about Alpine Peaks is that, if you have at least one or two fast mechs on your team, Conquest finally just "works" without being prone to turning into deathmatch.

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PostPosted: Mon Mar 04, 2013 12:45 am 
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Yea, Conquest on that map is just about perfect.

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PostPosted: Tue Mar 05, 2013 11:05 pm 
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Picked up a Trebuchet...two LRM 15's and three med lasers. I kinda like it. Once I tweek it a bit it should be pretty fun.

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PostPosted: Thu Mar 14, 2013 11:27 am 
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Still greatly enjoying the game. Looking forward to more large maps; they'll diversify the builds a bit more so there will be even less purely short range brawler builds (as long as they lock down the user-side map availability tweaking). I'm pretty impressed with PGI's responsiveness to the community. The changes in the proposed consumables after the response by players was great, and the devs looking at ECM is also something I look forward to.

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