Friday, November 28, 2014

Patch #35 Comes Tonight!

More information on the patch here!

This patch brings some fixes to Viridian Bog. They have apparently toned down the fog effects on the map. Personally, I think having so much stuff to get stuck on was a bigger problem, but hey, UPDATES!

A Lengthy Love Affair: III

Greetings MechWarriors,

Over the past few posts, I have been talking about my adoration for Highlander pilots and their unique maneuver. This time, I’d like to take a peek into what would happen in real life to a Light Mech caught in the path of a dropping Highlander! There are a number of simplifying assumptions that I will make to ball-park useful numbers. This will include the values for acceleration due to gravity, wind resistance, the reality of three dimensional vectors, etc, etc. Although these assumptions remove us from the “real world” and are somewhat idealized, they will allow us to fill in as many gaps as we can to come to a conclusion. And, let’s be real here, there are some details that we just can’t get from a work of fiction!

So, let’s start by determining, as best we can, what the jump capacity of a Highlander is. A 90m jump capacity is what is listed on sarna.net, but a 20m jump capacity is listed in MWO. We’ll split the difference and assume the jump capacity of the average Highlander is 55m. Next, we need to determine the height of a Light Mech for us to crush. An Atlas is referenced as being 13-15m tall. A Jenner, being an average Light, would stand just under half as tall. So, let’s assume that a Jenner is 6m tall.

So, what this tells us is that a Highlander will be able to produce around a DY of 55m. At the peak of its ascent, the Highlander’s +/-Vy and +ay will be zero, as it’s no longer traveling upward. Given the height of a Jenner, the Highlander will only have 49m to fall before it strikes the Jenner. Now, we need to determine how fast the Highlander will be traveling when it strikes that puny Jenner. To do this, we will assume that the acceleration due to gravity is what it is at sea-level on Earth, ~9.81m/s2. For simplicity, we will assume that the Highlander travels all 49m without experiencing positive acceleration or external forces. Given the change in position and the acceleration during motion, we can determine the amount of time it would take the Highlander to strike the Jenner.

DY = a0 Dt2/2 + VY0Dt

This equation states: The change in position is equal to the initial acceleration multiplied by the (change in time)2 all divided by two PLUS the initial velocity multiplied by the change in time. Because our Highlander is not moving when it comes to the peak of its jump, the initial velocity is zero. The initial acceleration is not zero because the Highlander’s acceleration has simply changed from a net positive to a net negative, or it is always experiencing gravity. Simplified, we’re left with:

Dt = sqrt(2DY/a0)

Plugging in our known values, we are able to determine that the Highlander’s descent will last 3.35 seconds! Now, that’s moving pretty quick! Next, let’s determine the velocity at the time of impact.

DVy  = a0Dt + VY0

Again, our initial velocity is zero, so, we’re able to simplify the equation once more.

DVy  = a0Dt = (9.81m/s2)*(3.35s) = 32.85 m/s

There, we have now determined how fast an average Highlander would be travelling when it strikes a Jenner after a full jump in Earth equivalent gravity. How exciting! But, you may be wondering where we are to go from here if we want to find the amount of force a Highlander would impart on a Jenner. Next time, we’ll continue our look into the details of that very question! Anyone that is interested in reading ahead will find what they’re looking for from the concept of momentum and impulse!


Monday, November 24, 2014

An End to the Tournament

Greetings MechWarriors,

This morning marks the end of this weekend's MechWarrior Online Tournament! Congratulations to everyone that completed the challenge and who was handsomely rewarded for their efforts!

This was the first tournament that I have participated in and let me tell you, what a grind this one was. The objective of this tournament was to obtain 20 Tournament Points. These Points could be earned in only one way: get at least one kill, at least one assist, survive the match, and win. Sounds easy right? Well, maybe it was for some, but I thought it was a little grueling and, at times, demoralizing. However, I'd like to personally thank whoever it was at Piranha Games that decided to give everyone three days of Premium Time (normally a paid-for service) starting after their first Point! Thanks, pal and/or gal! That really helped me a lot. With Premium Time you gain an extra 50% to your match C-Bills and Exp. That means that while grinding for the prize, I would gain an 80%  C-Bill bonus while running my Hero Mech and a 50% experience bonus as well! F-to-the-yeah, buddy!

The prize for suffering slightly through this tournament was a brand new, crisp, fresh-out-of-teh-box, VTR-9S, Victor. Competition was stiff, but at least a couple of people in my Unit got theirs! Here's a picture of mine.


Now, after all that has been said, I must also say this: I don't like Ultra AC/5's, of  which, the Victor has two. I'll write a post someday as to why I don't like them, if it wasn't obvious after using one. So, once again I'm looking into different builds. I have since changed a couple of the ones that I posted before, but we'll talk about them another day. I've already gone on long enough, so here's a screenshot of what I was thinking for my VTR-9S.


No matter how much I play with this Mech, it will only ever be my second favorite Victor. This would be my first.

Good luck & good hunting, pilots.

Sunday, November 23, 2014

A Lengthy Love Affair: II

Greetings MechWarriors,

Last time we took a look at the infamous Highlander! Let’s pick up where we left off. The unique maneuver that Highlander pilots took a keen interest in was simply referred to as the “Highlander Burial”. Did these pilots use an exceptional array of weapons? Did they learn the time-honored “Duck and Cover” art of denial? Did they have extraordinary camouflage technology? Heck no, they had jump capacity!

Highlander pilots used their Mechs as one big, rootin’, tootin’ pile driver. That’s right, after launching their Mechs 60 meters into the air; these pilots would bring their Highlander down on top of the enemy! Any light Mech caught in this unfortunate situation would promptly become a permanent part of the landscape. What a daring move! This technique would go on to become almost an art form amongst Highlander pilots. The move gained so much prominence that it wasn't long before each Highlander was outfitted with reinforced legs! Now, that’s a smashing story.

The Highlander would go through many changes to its armaments, all the way up through the Jihad Era in 3068, but the “Highlander Burial” was here to stay. As the Civil War Era began, the Highlander steered away from long range support in favor of urban warfare and close quarter brawls. A prominent example would be the HGN-734 produced by our Brothers in the Lyran Alliance! The conditions that give a Mech a swath of cover in urban environments also gave the Highlander even more opportunities to pave the roadways with pesky, scouting lights.

And so concludes our brief look into the history of the Highlander and the tactics employed by its pilots. Now, if you’re anything like me, you’re dying to look at the math behind such a crushing exchange! Next time, we’ll run the numbers.


Good luck & good hunting, pilots.


Sources:
http://www.masterunitlist.info/
http://www.sarna.net/wiki/Main_Page

My First Video Post!

Greetings MechWarriors,

[LMC]Douglas G and I on HPG Manifold last night trying to get points for this weekends tournament. More information on the tournament: Here



I'll do what I can to work on the quality of these videos as we go along. I hope you enjoy!

Wednesday, November 19, 2014

A Lengthy Love Affair: I

Greetings MechWarriors,

The history of the Mech l would like to talk about today involves a little bit of my own history as well. As a youngin’, I was always interested in the classic “cut-away” books that featured depictions of the internal workings of a chosen subject. I remember having a book on castles that I really enjoyed. There were many new things to learn about, including the “Forget Me Not”, a style of imprisonment eerily similar to the dreaded oubliette. I was probably as interested in the scenes of battle used to describe the caste defenses as I was in the infrastructure: farming, peasant life, and the like.

It wasn’t until I was about 12-13 years old that I came across one of my favorite adult “cut-away” books. BattleTech: The Return of Kerensky. Technical Readout: 3050. This edition covered the new technology that was being used at the time and included a never before featured Clan Mech. This book was my first real introduction into the BattleTech universe and I used it to whole-heartedly drive me imagination wild. There was however, one Inner Sphere Mech in particular that really took my heart; the uniquely strategic Highlander.

At a whopping 90 tons and with an M-7 Gauss cannon to tout, the Highlander was already a formidable opponent from the start. Though the gauss cannon and a torso mounted LRM-20 could effectively keep an enemy at bay, a Light pilot would have dual medium lasers and a friendly SRM6 to answer to in the shorter ranges. During its introduction in 2592, the Highlander was the heaviest Mech to feature jump jets. Any medium Mech pilot could testify to the saving grace that is jump jets. I know they’ve saved me and my Wolverine many times over. Even during its early days, Highlander pilots found a unique use for flying a large building more than 60 meters into the air. This Mech made the “Highlander Burial” a House-hold name. Next time, we’ll find out why and more.


Tuesday, November 18, 2014

Piranha Games does me right.

Greetings MechWarriors,

As I mentioned in my previous post, I was disappointed with my purchase of a camo pattern. I emailed Piranha Games about it yesterday afternoon. Today, I received a response from a member of their support team and they politely refunded my purchase. Thanks Piranha!

I have also joined the unit Lyran Mechanized Calvary fighting for House Steiner!





Heroes and Camo.

Greetings MechWarriors,

Last night I purchased my first Hero Mech, the Protector, Orion variant. I went with this Mech because I enjoyed piloting the Trial variant of the Orion. I bought the Hero variant for the C-Bill bonus. I was also able to find a build on the forums that sounded like a lot of fun to play and that's the build that I started with.


I've decided that I don't really like this build much. This is partially due to the mouse that I have. Currently, my 4th weapon group trigger is set to click down on the scroll wheel. I have two buttons on the side for my thumb, but those are set to Weapon Group 3 and 2x Zoom. I could change this setup, sure, but I've only got three weapon groups on the other four Mechs I own and I like having quick access to my Zoom. I also don't like the low amount of SRM and LRM ammo. So, I've decided to work my way towards my own build.


With this build, the idea is to be able to provide plenty of long range support while chain firing the LRM10's, but have plenty of short-mid range punch. My thought is also to be able to use the LB10-X Cooldown 5, MLaser Cooldown 5, and LRM10 Cooldown 5 modules across multiple Mechs. The Cooling Efficiency could stand to be higher, but I think I'll be alright as long as I don't ride the Mlasers. We'll see how hot it runs. With the 325XL engine, I should also be able to stay out of trouble. I may find myself switching to two LRM5's, two LPL's in the arms instead of the three MLasers, moving one ton of LRM ammo from the LT to the RT, and adding an extra Heatsink.

Last night I used some of my extra MC's to buy some camo colors and patterns. Boy, was I surprised to find that I wasn't able to use one "unlockable" camo pattern across multiple Mechs without paying for it multiple times. What a disappointment. Oh well. I did get the color scheme that I had wanted, so I guess that's close enough. If I continue with my AWS-8Q build for any length of time, I'll probably purchase a camo pattern for that.

More to come.

Monday, November 17, 2014

Let's talk Loadouts.

Greetings MechWarriors,

There are only two ways to purchase Mechs in this game. One, earning C-Bills from acheivements and from matches. Two, purchasing Mech Credits with real world money. A recent update added even more ways to earn C-Bills in a match, for things like "flanking" and being in formation with your lance. I, for one, was glad to see this addition. The addition was important because this is such a tactical game and teamwork is absolutely necessary.

I currently have 5 Mechs in my bays. I purchased MC's tonight and got my first Hero Mech. I'm really looking forward to using it to farm C-Bills, as it gives you a bonus in matches.

First up, my only Light Mech: The FS-9H, Firestarter.

I started out with this Mech after trying the Trial version. I think that having the speed to get out of overwhelming fire fights helped me as a new player. I'm sometimes in the mood to play Conquest, especially after they reduced the time it takes to capture points, but other than that, I don't usually run this Mech anymore. I did recently switch over to the SPL from MLasers in both arms. I've found that I enjoy it more. Equipped with a UAV and Airstrike.

Second, my favorite build so far: The WVR-6R, Wolverine.

I love this build. It's quick and tough. The jump jets have saved me more than once and the LB10-X loves to shred the legs off of Lights. If you get in a tight place, the SRM's are a great way to tell an enemy to step up off. 99% of the time, I NEVER have to worry about heat and I couldn't be happier about it. I ran an AMS in this for a while, but I switched it out for more ammo. This variant has a great torso twist angle and speed, giving you a wide swath of firing range. Equipped with a UAV, Airstrike, SRM6 Cooldown 5, and LB10-X Cooldown 5. I'm slowly working towards Radar Deprivation.

Third, my long range support: BLR-1S, Battlemaster.

It took me a long time to get used to this build, but I'm pretty good with it now. If I do well (700+) damage, so does my team. It's not unusual to get 9+ assists while running this. It's kind of a boat, so don't expect to be able to handle much pressure in the shorter ranges. Keep your distance and make it rain. One of the things I love to do in this Mech is spotting on the mini-map a teammate running the death circle, where two or more players try to out maneuver each other by running in a circle, and provide them with that little extra punching power with my LRM's. Equipped with Adv. Sensor Range, Airstrike, and Cool Shot 9. I'm working towards LRM10 Cooldown 5.

Fourth, the barn door: AWS-8Q, Awesome.

I just got this Mech a couple of days ago and have had a lot of fun with it so far. Equipped with UAV and Coolshot 9. I'm working towards PPC Cooldown 5, MPL Cooldown 5, and Adv. Zoom. I don't have too much to say about this one, other than that I have had fun so far. I just upgraded the engine to the Std.300 and haven't tried it yet, but I know I'm going to like it considering the Awesome is just about as slow as it is big with the stock engine.

The last Mech I have is the Protector, Orion Hero Mech that I got just a couple hours ago. About to go test it out. Wish me luck!

More to come.

Startup Info.

Greetings! Today marks the beginning of this blog and my introduction into blogging. I only kind of know what I'm doing and will respond positively to constructive criticism.

So, I have recently gotten into a game called MechWarrior Online (MWO) and have been having a lot of fun with it. This game is a Free-to-Play mechanized combat simulator with tons of unlockable content and even more content for those willing to spend the cash. The game is similar to a standard First-Person-Shooter, but has many many distinct differences in gameplay mechanics. So far, I haven't spent any of my real world money while playing this game, but I have decided to make some purchases and chronicle my progress here. I'll post gameplay videos, links to other player videos, links to upcoming update information, and thoughts that I have on the game.


Here's a link to download the game for free. As a new player, you may have a lot of difficulty not perishing quickly, but don't be discouraged.  The pacing of this game is one of the largest hurdles for beginners. For new playes, I would suggest that you purchase a 5-button mouse, ergonomic mouse pad, and ergonomic keyboard, if you don't already have them. There are plenty of free-to-play Trial Mechs to use until you earn the in-game credit to purchase your own. There are also plenty of bonuses that you receive as a new player at the end of matches to help you get started with your own Mech. If you're not sure what to buy as your first Mech: try more of the Trial Mechs, look for gameplay on Youtube, check the forums, use Smurfy's MechLab, or just do a Google search ("Mech name" MWO builds). This is a great way to "try-before-you-buy".

Speaking of updates, here's some information on the lastest. New Mechs scheduled to drop tomorrow, Nov. 18th.

More to come.