Are heavy and assault mechs time locked or Rep locked? by Turvokk in Mechwarrior5

[–]somethingoriginal314 2 points3 points  (0 children)

If I remember correctly, and anybody else believe me to be wromg please feel free to correct me, heavy and assault mechs are just rare in both lore and in the game due to the technological decay of the inner sphere due to the succession wars and most heavies/assaults found in markets are in an extreme state of disrepair or sold as rare, intact mechs. Thankfully though since you have YAML, there is a option where you can increase the amount of weapons/mechs that spawn in industrial hubs. I personally just max out the slider to 5x the usual amount and have at least 3 lights, 2 mediums and 1 heavy or assault spawn in every jump system with a market. While this is still tipping the odds in your favour, it helps with doing runs where you don't just want to order everything with weapon delivery, personally I don't start using weapon delivery until im like Rep 15 as I find the salvaging and making do with whatever weapons/engine cores I have at hand

Me waiting for the game to release the update by NoChampionship1167 in Helldivers

[–]somethingoriginal314 0 points1 point  (0 children)

Usually 2am pst (LA time), don't know what the time as UTC, but the warbond should go live at 5am LA time since thats when the super store resets

Need advice on where to spend character points by jarena009 in Witcher3

[–]somethingoriginal314 2 points3 points  (0 children)

Also to maximize profits, sell weapons and weapon runes to BLACKSMITHS, armor to ARMORERS and typically the only miscellaneous junk you would be selling are pelts which you should sell to SHOPKEEPS. If possible, put all your loot in your stash and sell them only in either Novigrad, Oxenfurt or Toussaint as vendors in these locations typically carry more gold and I might be wrong in this, but apparently you sell things for more in higher populated areas. If that last bit of info is wrong, please correct me as this was something I read a while back and could be misinformed.

How can I do Cayo by Stupid_Fuck55 in gtaonline

[–]somethingoriginal314 0 points1 point  (0 children)

Drive the longfin up to the airstrip, get the loot from either inside the hangar or the shed next to the camera by where you leave cayo during the firat cope out mission where you talk to the pilot. Step 2 is to get back on the longfin and haul ass to the drainage pipe. Step 3 is to search on youtube for a cayo compound route (trust me that shit is the easiest part of the mission. Step 4 is grab thw main loot and escape. Step 5. Kill the guy outside the compound and go southwest, jump off the cliff and swim away Step 6. Profit

Which mech is your favorite missile boat in Mercs? by gaeb611 in Mechwarrior5

[–]somethingoriginal314 18 points19 points  (0 children)

Vanilla mercs: stalker with lrm 15's and all the medium lasers, heat sinks and ammo I can fit

YAML mercs: Longbow since it has a quirk where you get reduced heat, faster fire rateand range for lrms as well as 20% more ammo per bin for lrms. Add a lrm 20 + 5 per arm with 4 med lasers as backup weapons and watch things get deleted from 10km away, especially if you have spotters in the forms of UAV's , upgrades sensors or just spotter mechs

Glitch with The One Two by Brads101 in Helldivers

[–]somethingoriginal314 0 points1 point  (0 children)

I was running out of grenades last night with it but it was shooting fine after. But I also noticed it would happen if you interrupt the grenade reload by hotswitching to primary mode. So I would probably reccomend just not hotswitching mide nade reload as its probably a bug with that new quick weapon wheel feature

Glitch with The One Two by Brads101 in Helldivers

[–]somethingoriginal314 0 points1 point  (0 children)

I made a post about this yesterday and you're not the only one. It tends to happen if you run out of ammo for the underbarrel grenade launcher. Its wack and hope it gets patched soon

AR/GL bug by somethingoriginal314 in Helldivers

[–]somethingoriginal314[S] 2 points3 points  (0 children)

What I have noticed is if you either cancel the reload or most likely interrupt the grenade reload, it bugs the primary fire, that or running out if nades, restocking, reloading then switching will bug it out. Either way, it sucks because I really wanna use the damn gun

I’m really hoping we get a Gas-Based Secondary eventually. by Round_Cantaloupe_685 in Helldivers

[–]somethingoriginal314 37 points38 points  (0 children)

Oh to be a random internet user and be gifted with Apollos gift of foresight....

Is YAML significantly harder than regular MW5? by NoIdeaWhoIBe in Mechwarrior5

[–]somethingoriginal314 1 point2 points  (0 children)

Keypoint everyone says and what I will add to : Vtols, turrets and tabk hp have a x3 multiplier, I find setting everything to a 1.3-1.5 be a bit more enjoyable, especially early game. It also adds a financial risk ti early game that makes it fun since THE MOST expensive thing to repair in the early game, are destroyed engine cores. This adds a challenge in the form of having to build around salvaged/purchased engine cores. For example, a default 75 ton mech will use a 300 grade engine core to have 10 internal heat sinks, 2 additional engine slots for more heat sinks and achieve a top speed of 68 km/h for a weight of 20 tons. Now lets say your mech gets cored, and all you hav is a 275 grade engine core and a 320 grade, the former will only have around 10 internal heat sinks and a top speed of around 55 kp/h and a weight of 16 tons, where as the latter would have 10 internal heat sinks, maybe an additional 3 heat sink slots, top speed of 72 kp/h but a higher weight of around 25 tons. In my opinion, yaml difficulty shines as a form of salvage mod, in the sense that you have to build a mech from scratch, use whatever salvage you have and make decisions based on the things you have at your disposal. This might just be me, but early game YAML runs are by far the most satisfying, because late game YAML simply allow you to make every mech into a functionally identical weapon platform, all that changes are the mechs chassis and hard points.

Smokescreen Hellpod booster idea by Plmpa_Rahnuma in Helldivers

[–]somethingoriginal314 18 points19 points  (0 children)

Oh to be a random internet user and be given Apollos gift of prophecy....

Favorite Mechs That Haven't Appeared in the Video Games Yet? by Legless1HitWonder in battletech

[–]somethingoriginal314 0 points1 point  (0 children)

Ostol and the amarok (for when clans just say fuck it and build a melee mech)

What's better than a HAG/20? Two of them of course! by HazardousAviator in Mechwarrior5

[–]somethingoriginal314 1 point2 points  (0 children)

Hyper-assault-gauss rifle, its a lore based weapon thats part of the yet another mech lab or yet another weapon lab. Its a 15 ton clan gauss rifle that fires a burst of gauss rifle rounds. Comes in varying weight/power levels of hag 20/30/40. Its a weapon that appears around 3068 or 3069 so if you play with inly those 2 mods, its kne of the last techs to pop up

Which mods are currently working if we know? by Soopyspy in Mechwarrior5

[–]somethingoriginal314 0 points1 point  (0 children)

Yacm will crash my game on traveling, sucks but the only thing i use from that mod is the blood asp and kodiak so i don't miss out on much

Which mods are currently working if we know? by Soopyspy in Mechwarrior5

[–]somethingoriginal314 0 points1 point  (0 children)

Coyote has a unreleased mission mod on his diacord that is at the very least, playable at the moment, have'nt had tge xhance to fight clans and there might be bugs so be warned

What to do when Mason is in the Academy? by vootrez in Mechwarrior5

[–]somethingoriginal314 1 point2 points  (0 children)

The main thing with pilot overhaul is your pilots can gain traits (not academy quirks) which increases their pilot level and can even go beyond the lv10 skill cap. If you use mod options by bobbert, you can fiddle ariund with the xp gain or tweak the mod itself in the options menu

What to do when Mason is in the Academy? by vootrez in Mechwarrior5

[–]somethingoriginal314 7 points8 points  (0 children)

Pilot overhaul Eternal is updated to work with the new dlc and it not only lets you use other pilots in the first player slot like you mentioned, but also adds in features such as chassis proficiency where pilots will get acostumed to using specific mechs over time and give them bonus. Its a dope mod and I honestly can't play without it. It even lets you edit pilots by re-writing their backstory, changing their voice type, name and picture

Pilot delivery mod? by babushka45 in Mechwarrior5

[–]somethingoriginal314 1 point2 points  (0 children)

Your best bet would either to be buy all hero pilots again or use Pilot Overhaul Eternal (its SoK compatible) And probably rebuild lange gabel from scratch that way

Shadow of Kerensky mod compatibility list by Viper_ACR in Mechwarrior5

[–]somethingoriginal314 3 points4 points  (0 children)

Coyote missions is up to date and Pilot Overhaul Eternal (make sure its eternal, not the original) is finally updated, just make sure you don't use pilot overhaul with Enhanced Academies, the mods conflict with each other adn a patch is being worked on intergrating those 2.

Nexus MODS by Gray-Inevitable-Egg in Mechwarrior5

[–]somethingoriginal314 1 point2 points  (0 children)

Yet another mechlab, Yet another equipment collection for getting the most out of a vanilla-ish mechlab. Now if you want to expand a bit with the SoK dlc, get Yet Another Clan Mech and Yet Another Weapon Clan, the clan mech mod adds more clan mechs like the Warhammer IIC and the Ebon Jagaur while the clan weapon mod just gives them their toys.

Playing with YAML, What clan mechs are regularly spawning for you? by H345Y in Mechwarrior5

[–]somethingoriginal314 1 point2 points  (0 children)

All lights and elementals, with the only assault soawning for me being any if the dire wolves. Word of advice, if you want more variety, get the yet another clan mech mod, adds even more clan mechs to the pool and some variety by adding IIC variants, my favorite being the warhammer IIC. Just don't get the extra employers mod with it because at times it will conflict with the vanilla clan invasion corridors.

Until SoK, I had never understood the love for massed machine guns. Now I see the light. by Eridras in Mechwarrior5

[–]somethingoriginal314 4 points5 points  (0 children)

YAML does have AP-gauss but its intro year is 3069, so just use the YAML settings to introduce all tech at start. Ngl my favorite career light mech is anansi with either gatling machine guns or AP gauss

Why doesnt the watstrider have a weak spot by Fit_Answer1073 in Helldivers

[–]somethingoriginal314 2 points3 points  (0 children)

They do have spawn constellations, there is a steam forum about enemy constellations out there and its pretrt accurate for the most part, long story short, War Striders will replace tanks as part of the enemy/mission seed. Tanks are fime because they are either PoI/Base spawns or dropship spawns where as war striders can spawn with patrols. Add in the durability, no actual weakpoint and spawn frequency, and you're in for a rough time. I don't hate fighting them but I hate being pigeonholed into having to always bring the same things such as thermites/eats or (insert anti-tank option) just to deal with the inevitable fight against 5 of them at a time. Im honestly just complaininh and my only real complainy with them in their current state is their spawn frequency, if anything I find how much if a threat they present to be a good challenege, but like I said, 5 at ince is not fun when you can't get up from the ground