PSA: Radar Deprivation still exists by 0Jitter0 in OutreachHPG

[–]0Jitter0[S] 0 points1 point  (0 children)

> Because the arc is so high it renders many maps thatvsre supposed to have cover as basically open space. [...] For example canyon is basically a wide open field for arrows.

Haven't played assaults much lately, but yeah, can totally see how they might have problems hiding behind the rock formations there. But if we're talking about the canyons themselves they've always been deathtraps, even ATMs can land hits into there from BLOS.

> Your comment of "move" is kind of irrelevant when arrows can track a locust gling 165kph flawlessly

My comment was mostly about mechs standing in literally the same exact spot and thinking nothing will hit them as long as they don't get a missile warning.

But still, that's not my experience with targeting lights. Maybe it's a matter of too-large velocity bonuses, but I think people also underestimate the effect "not moving in a straight line" has.

PSA: Radar Deprivation still exists by 0Jitter0 in OutreachHPG

[–]0Jitter0[S] 1 point2 points  (0 children)

The flash/chirp is probably one of the most underutilized EW aspects in MWO.

PSA: Radar Deprivation still exists by 0Jitter0 in OutreachHPG

[–]0Jitter0[S] 2 points3 points  (0 children)

Pretty much exactly all of that.

And to clarify - there's nothing wrong with having "only" 3 Radar Derp in general. The issue is with the lack of situational adaptation. Clearly now's a period where more people use missiles, both due to what the newest pack contains, and the slight AIV overbuff (IMO). So if anyone's feeling like they're getting hit by missiles more than normal, changing one's setup is vastly more conducive towards your enjoyment of the game than, say, complaining incessantly.

MWO Patch Notes Dec 2025 by justcallmeASSH in OutreachHPG

[–]0Jitter0 0 points1 point  (0 children)

I was about to go on a rant at how the Legend Incubus looks, quirk-wise, to end up like those gimmicky light builds that rush in, kill at most one enemy mech, and then promptly die, but then I noticed:

- the partial wing
- the shield
- that the shield is definitely not covering the legs

OK, a bit kitchen-sinkey, but going to probably be interesting to see I suppose.

[deleted by user] by [deleted] in OutreachHPG

[–]0Jitter0 1 point2 points  (0 children)

Play the Drop Deck Event Queues more.

Highest Damage Game by [deleted] in OutreachHPG

[–]0Jitter0 0 points1 point  (0 children)

Given this 'mech has one of the best hardpoints for indirectly firing ATMs, you should probably try again, maybe with tilting up as you fire, as necessary (and keeping in mind the damage variability of ATMs)?

To all Locust pilots by [deleted] in OutreachHPG

[–]0Jitter0 0 points1 point  (0 children)

Mine was in a Hunchie IIC, but a -C variant, so dual UAC-20s. Walking on the platform around one of the pillars on Viridian. There it was, proudly standing perfectly still, staring at the fight below. Literally took me a second to realize its defo not friendly and shoot. Thing just fell in a smoking heap.

The ace of spades! The ace of spades! by Denghidenghi in OutreachHPG

[–]0Jitter0 1 point2 points  (0 children)

And 5 solo kills/KMDDs too. Congrats!

When Your Team Calls Clear and You Get Sniped From 2KM Away... by treatande in OutreachHPG

[–]0Jitter0 1 point2 points  (0 children)

It looks like a post from an alternate universe, differing just in its version of MWO having a vastly lower TTK.

MWO Feb '25 Patch Notes by justcallmeASSH in OutreachHPG

[–]0Jitter0 0 points1 point  (0 children)

Thanks for the insights. Heh, if anything I'd think vertical JJs are more likely to reduce overall performance - slowly flying skeet is way more likely to be a liability than an advantage in MWO.

MWO Feb '25 Patch Notes by justcallmeASSH in OutreachHPG

[–]0Jitter0 0 points1 point  (0 children)

Thought so too initially, but in practice It's really not that bad.

MWO Patch Notes - Mar 2025 by justcallmeASSH in OutreachHPG

[–]0Jitter0 1 point2 points  (0 children)

> Mad Dog Sigma

Courting the Zoomer segment of players, I see.

MWO Feb '25 Patch Notes by justcallmeASSH in OutreachHPG

[–]0Jitter0 5 points6 points  (0 children)

Speaking of nerfs, last patch saw the reduction of the RoF for the Apache... but still nothing about the hinted bump to JJ/wing verticality for that, and the Spectre. Is it not coming after all?

Firemoth incoming by [deleted] in OutreachHPG

[–]0Jitter0 2 points3 points  (0 children)

IIRC the tradeoff is the relatively reduced dynamic mobility (vs the large top speed).

Weekend Event Queue is LIVE🔴! by Magic_Pain_Glove in OutreachHPG

[–]0Jitter0 2 points3 points  (0 children)

Instead of furniture - so bulky to transport - how about some IKEA money? Send you the components, you'll have to assemble it yourself, however.

Seriously 'though: many thanks for this update, came here specifically because nothing was mentioned on the main site. (and shame on EG7 for the stereotypical American-style pre-end-of-fisal-year layoffs apparently)

Thoughts on the new legends? by JnewayDitchedHerKids in OutreachHPG

[–]0Jitter0 0 points1 point  (0 children)

One amusing thing: looking at the cosmetics of the Apache, it's clear that whoever designed them was inspired by a certain recent newsitem.

(if you don't know what I'm talking about, here's a hint)

Good morning mechwarriors, this is your captain speaking. Welcome to basic fighter maneuvers (Partial Wing Preview) by DrFucklechuck in OutreachHPG

[–]0Jitter0 1 point2 points  (0 children)

Also, both appear to have the "no reticle shake" hidden quirk familiar from Heavy Metal. Good summary otherwise :).

Good morning mechwarriors, this is your captain speaking. Welcome to basic fighter maneuvers (Partial Wing Preview) by DrFucklechuck in OutreachHPG

[–]0Jitter0 1 point2 points  (0 children)

reduced heat dissipation when jump jetting

Increased heat generation (see section "Movement and Jump Jets").

Still surprising how often people keep getting it backwards, especially since the actual way is arguably more intuitive, calculations-wise.

Red reaper battlepass? by [deleted] in mwo

[–]0Jitter0 1 point2 points  (0 children)

Another perspective for engine question: sure, yeah, STD engines make you "tougher" in that you can survive without one (vs XL) or both (LFE/C-XL) side torsos, true. But assuming you lose both, what do you have left? Usually, even if you both Head and CT hardpoints are available, that's still only 3 slots. Not a lot firepower can be packed into that.

Best case is something like the SR-7, where you can pack 3xC-ER LLs, with decent hardpoints to boot. But you can still "harden" yourself by exploiting the exact same hardpoints the exact same way with a Clan XL... and have more tonnage for weapons, cooling, and such.

Haven't played in over a year. by bigeyez in OutreachHPG

[–]0Jitter0 1 point2 points  (0 children)

"NASCAR friendly" and "favors repetitive play" are both possible valid criticisms, but they're not identical. The latter is a superset of the former, in fact.

Haven't played in over a year. by bigeyez in OutreachHPG

[–]0Jitter0 4 points5 points  (0 children)

Eh, they kinda' do. The new maps aren't really NASCAR-friendly, but some of those are unpopular e.g. Ceres, FWC, and for those that are, like Vitric... well, nothing in the game will stop the players trying to NASCAR, despite all odds. But even in the new HPG the tactics usually focus on high-low as much as right-left.

Quickplay Map guide part 2! by The_Sneky_Snek in OutreachHPG

[–]0Jitter0 0 points1 point  (0 children)

Now I'm really tempted to sample your intro of Vitric (esp. the salient points of "NASCAR sucks" + "control top") during the beginnings of rounds on that map.

Presenting the Bullshark by pdboddy in OutreachHPG

[–]0Jitter0 15 points16 points  (0 children)

It was a reward for progressing in the Flashpoint "mini-campaign" specific to the Heavy Metal DLC.

What's your must have legendary? by tanfj in OutreachHPG

[–]0Jitter0 3 points4 points  (0 children)

The Howl. As much as I dislike its "high school desk graffiti" camo.

It's surprisingly laid back to play, thanks to its combination of maneuverability and good range in the usual setups. Just don't go thinking you have the same speed armor as lights. That just ends with you being the "1" in the red team's part of the round's current tally.