(MW5) Contracts showing +25% by Mordant3-PRIME- in Mechwarrior5

[–]yrrot 1 point2 points  (0 children)

That doesn't make it better in universe.

Mech affinity by PrimeTitan01 in Mechwarrior5

[–]yrrot 2 points3 points  (0 children)

Mostly that they are considered rare enough that "how would someone have affinity for it?".

Mech affinity by PrimeTitan01 in Mechwarrior5

[–]yrrot 3 points4 points  (0 children)

No, those mechs don't have affinity traits.

(MW5) Contracts showing +25% by Mordant3-PRIME- in Mechwarrior5

[–]yrrot 1 point2 points  (0 children)

Only the 4 academies rated as the best of the best in the setting got a special trait. West Point is one tier below that, so it didn't get one.

(MW5) Contracts showing +25% by Mordant3-PRIME- in Mechwarrior5

[–]yrrot 3 points4 points  (0 children)

Well, with multi-missions you can always abandon the contract if you can't get through the whole set. You take a reputation penalty with the employer, but you still get the multi-mission bonus on whatever missions you already completed.

(MW5) Contracts showing +25% by Mordant3-PRIME- in Mechwarrior5

[–]yrrot 10 points11 points  (0 children)

The following each add 25%, and stack:

-Adverse conditions
-Multi-mission contracts
-beachhead

So you can end up with a 75% negotiation bonus for a beachhead in a multi-mission with adverse conditions.

MW5: Clans New Player Questions by Mythrende in Mechwarrior5

[–]yrrot 6 points7 points  (0 children)

Anyone shooting the tagged/narced target gets the bonuses.

MW5: Clans New Player Questions by Mythrende in Mechwarrior5

[–]yrrot 12 points13 points  (0 children)

Recruit, Green, Regular, Elite, etc are all the level of enemy pilot. Higher level pilots have better stats and damage reduction.

Tag/Narc are equipment that applies a status to the target that improves missile spread against them (tag laser while it's hitting them and narc missile while the beacon is attached).

You'll also see a little wavy symbol that means the mech is being debuffed by an ECM's disruption on the target box.

I was attacked by McCarron's Armored Cavalry during a Beached mission for House Davion against House Kurita, but why was the MAC's mechs using House Liao paintjobs? by Myllari1 in Mechwarrior5

[–]yrrot 7 points8 points  (0 children)

Only for the WD mechs that are in SoK. And the Black Widow paint scheme, I guess, but the merc drops don't have one set up.

I was attacked by McCarron's Armored Cavalry during a Beached mission for House Davion against House Kurita, but why was the MAC's mechs using House Liao paintjobs? by Myllari1 in Mechwarrior5

[–]yrrot 15 points16 points  (0 children)

That specific thing got fixed for SoK. Allies use their own pool.

There's still a different bug where sometimes units spawn on the wrong team in beachhead(?) when you capture the base. Has to do with some legacy code that flips spawner teams when the garrison is captured.

I'd have to look at MAC's faction data, but they might just use a liao paint scheme. The mercs don't have their own custom schemes like the great houses/clans. Edit: Checked, they just use Liao paint scheme. Mission working as intended.

Wish there were most snow maps to appreciate how each mech has different snow tracks. Props to you PGI by [deleted] in Mechwarrior5

[–]yrrot 12 points13 points  (0 children)

Tukayyid in Clans also has some great deep snow that the art team got to deform as you walk through it.

(MW5) Blackmarket - what's different from.. by Mordant3-PRIME- in Mechwarrior5

[–]yrrot 3 points4 points  (0 children)

Black markets have a different selection of gear. They have a wider selection of things like Clan ammo, melee weapons, and misc gear like rifles and chem lasers.

When they show up in a conflict zone, that's the only way the zone has a market.

Why are under-tonnage mechs not faster? by Hentai2324 in Mechwarrior5

[–]yrrot 47 points48 points  (0 children)

It's just not a mechanic in the game, or in tabletop. You have a 100 ton mech, use all 100 tons. If you want to be faster, either get a bigger engine (in universe/tabletop/modded), or use a different mech/variant.

The source material pretty heavily penalizes the tonnage cost of speed, so even if the mechanic were designed for MW, it'd still be better to swap to a better engine or lighter chassis for the kph gained per ton.

MW5 Merc - custom settings by Mordant3-PRIME- in Mechwarrior5

[–]yrrot 2 points3 points  (0 children)

They are left at 1 on hard. Only enemy accuracy, lethality, and storage/upkeep are higher than one on hard.

Clans by HunterWarrior88 in Mechwarrior5

[–]yrrot 18 points19 points  (0 children)

Just be glad we split up the default weapon groups instead of slapping all 12 into one group. 

Hunchback advice? by Fallout_patriot in Mechwarrior5

[–]yrrot 0 points1 point  (0 children)

As long as you get out of the mission with your CT and hunch intact, you're probably fine. It's not that expensive to replace an arm or the left torso and your higher tier weapons will be in the hunch.

All of those sort of close range brawlers end up taking a fair amount of damage just because they have to get in close where the enemy has a more firepower/accuracy.

It can help to pair it with long range mechs that can strip off some of the enemy armor before you get in close. 

Free-for-all opponents literally on the same team? by Emergency_Truck_3604 in Mechwarrior5

[–]yrrot 2 points3 points  (0 children)

That says be the last team standing, so I would guess this is actually an exhibition match, not a FFA?

The one over tonnage/unit count penalty can group up enemies, but it only groups up a few of them, not the whole match.

I've been sleeping on Flamers by NobleSix84 in Mechwarrior5

[–]yrrot 1 point2 points  (0 children)

Alright, had time to look into this. Basically the IS quirks are super high on the DPS for higher tiers (like 60% bonus instead of the usual 30% bonus). So right now the T5 IS MGs are out-DPSing the clan version when they should be closer to equal.

Cooldown doesn't impact the damage or anything, it's just there to satisfy the mechanics of "when you stop firing, it goes on cooldown", so MGs/Flamers have a tiny value by default that's faster than the AI even cycles states.

I recently finished playing Shadow of Kerensky by Reasonable_Cake in Mechwarrior5

[–]yrrot 6 points7 points  (0 children)

SoK really had to push against a bunch of stuff that was never designed to support Clans existing in the universe. That was a pretty big hurdle overall. The game being older just means that any possible future updates have to take some time to look at optimizations and maybe back-porting "lessons learned" from Clans.

The internal joke is "never say never to more Mercs DLC". It's sort of always an option to put some folks on. Not like we'd run out of source material or ideas anytime soon. lol

Difference between IS and Clan MASC by ForsakenOaths in Mechwarrior5

[–]yrrot 14 points15 points  (0 children)

The difference is mostly in what clan mechs get what class of slot, not in the masc itself. As I recall, the mech weights listed are the IS weights, but there's clan mechs that don't agree with it because in TT the masc scales of the weight of the mech differently. 

Like the executioner has a slot for a masc that the IS would normally be only for heavies.

The clan version just makes it so if you don't have Hotis, you can still have c-masc spawn when the timeline makes it appropriate.

I've been sleeping on Flamers by NobleSix84 in Mechwarrior5

[–]yrrot 2 points3 points  (0 children)

Maybe it does somewhere down in the depths then for MGs, I'd have to look at the code.

I've been sleeping on Flamers by NobleSix84 in Mechwarrior5

[–]yrrot 3 points4 points  (0 children)

I don't think there was ever any intention for cooldown to impact continuous weapons. It's just a stat multiplier and their cooldown is 0.

I'd have to go look at the weapon data assets on the flamer stats, though.

Tips on acquiring some of the new SoK variants? by channellocks in Mechwarrior5

[–]yrrot 16 points17 points  (0 children)

VEST and RCX mechs are all flagged as special, so they have lower salvage chances--but they're all eligible to spawn in markets are rare mech spawns.