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Posted: Sun Jul 30, 2006 4:42 pm
yeah. so basically I just bought this today and I have no idea what I'm doing. the only thing I really figured out is the defender capapillar style sucks. sweatdrop
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Posted: Sun Jul 30, 2006 7:52 pm
*cough* yeah. I played for awhile and I've got the basics down. but live's still a b***h. I try to play a game and I click ready but it keeps saying you are not ready. please check your settings. wtf am I supposed to do?
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Posted: Sun Jul 30, 2006 8:25 pm
If it says that, it means one of a few things: -Your mech is overweight. Check the load. If it is, just change aroudn some parts for lesser-weight versions, or get a chasis that will hold more load -You do not have your Weapon Settings set. This is very important. -Your mech consumes more energy then you have. Put on a generator that has more energy
If you need any more help, just post. I and any other guild members willing to help will answer your questions.
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Posted: Tue Aug 01, 2006 2:24 am
Just some playing tips for in game, especially on live:
- On larger maps, ACVs and tanks aren't much of a hassle. But turrets are. Find out which ones are enemy turrets and take them down asap. - Don't use spacers unless you absolutely have to. Armor in front of your cockpit sounds cool and everything, but you can still get roughed up pretty hardcore if you get flanked. (The opening cinematic shows a Scout unit with Armor on the sides of the cockpit, which is actually better.) - Learn your weapons. The more you get used to them, the better you'll use them in tight situations. - CH is all about 4 things: Speed, Power, Accuracy and Adapting to Conditions. You need to be agile enough to dodge fire, while giving heavy beats onto the opposition's cockpit (you should NOT be wasting fire on anything but your opponent's face!), while learning the lay of the land around for quick cover (falling off a cliff is a terrible idea). - Never underestimate the power of Sal Kar Piles. (Seriously, although they have weak attack, they can still own you.) - If you're moving towards the enemy bases, stick together. No point in sending one guy up, then another guy up, because those guys will be out-numbered, then destroyed, quick.
For Hound building:
- Legs, Cockpit, 1 Generator, and depending on what you use the Hound for, only 2 or 3 different types of guns. 2 if you solo a lot, 3 if you run a squad of 4 or more. - Tactics Commanders come in two forms: Fast ones with smoke mortars for escaping enemy fire (very fun), and slow ones with big freakin' cannons. - Don't overdo it with big guns unless you know for sure that all of your guns set on Setting 1 can hit the target all at the same time (i.e. 3 Rockets in a cluster) - Kickback is a big deal. There's two ways of getting around it: One is to put even strength kickback guns on each side of your Hound. The other is to practice shooting with all of our kickback on one side. (It's possible to use sniper cannons on the same side and get away with both shots hitting the same mark on every fire.)
For the war itself:
- In your squad of 6, you need at least 1 Scout. He should be screaming fast, and only have 1 setting of guns/piles meant for attacking. He's used for going in, getting the COMBAS, and getting out. COMBAS are the only way you'll get to communicate in this game. Also, get your Scout to put on a NA Jammer for moving in uncharted enemy territory. - In your squad of 6, you NEED a Tactics Commander. As you take COMBAS, the Commander can relay enemy positions while he sits back and watches the fighting. - In your squad of 6, 3 guys are your front line attackers, whether they're Scouts or Snipers or Soldiers. - Lastly, your final guy is either a Defender or a Heavy Gunner. His/her job is to find high ground if possible, and lay waste to clustered enemy units or an HQ. You know now it says map size "whatever x whatever" sometimes? Each square is 1/10th of whatever distance on High-Angle camera's meter. Adjust your shot to less than that if you're above the target, more than that if you're below the target. And at all costs, protect the Commander. Defender/Heavy Gunner are very important and hardly used enough, but true masters in the field dominate in the War out there.
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Posted: Tue Aug 01, 2006 4:03 pm
k. I got most of it down now. all I need is to find a squad for the Tarika if thats who they are.
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Posted: Sat Aug 12, 2006 11:54 pm
Wrathful Soul k. I got most of it down now. all I need is to find a squad for the Tarika if thats who they are. words of advice. win the game first, before joining any online squads. squads dont like to let recruits join thier sqaud. so win story mode first. and get some time in with it for awhile before just jumping in and thinking you'll own a**. cause you'll just get your a** kicked.
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Posted: Sat Aug 12, 2006 11:58 pm
Ponza Just some playing tips for in game, especially on live: - On larger maps, ACVs and tanks aren't much of a hassle. But turrets are. Find out which ones are enemy turrets and take them down asap. - Don't use spacers unless you absolutely have to. Armor in front of your cockpit sounds cool and everything, but you can still get roughed up pretty hardcore if you get flanked. (The opening cinematic shows a Scout unit with Armor on the sides of the cockpit, which is actually better.) - Learn your weapons. The more you get used to them, the better you'll use them in tight situations. - CH is all about 4 things: Speed, Power, Accuracy and Adapting to Conditions. You need to be agile enough to dodge fire, while giving heavy beats onto the opposition's cockpit (you should NOT be wasting fire on anything but your opponent's face!), while learning the lay of the land around for quick cover (falling off a cliff is a terrible idea). - Never underestimate the power of Sal Kar Piles. (Seriously, although they have weak attack, they can still own you.) - If you're moving towards the enemy bases, stick together. No point in sending one guy up, then another guy up, because those guys will be out-numbered, then destroyed, quick. For Hound building: - Legs, Cockpit, 1 Generator, and depending on what you use the Hound for, only 2 or 3 different types of guns. 2 if you solo a lot, 3 if you run a squad of 4 or more. - Tactics Commanders come in two forms: Fast ones with smoke mortars for escaping enemy fire (very fun), and slow ones with big freakin' cannons. - Don't overdo it with big guns unless you know for sure that all of your guns set on Setting 1 can hit the target all at the same time (i.e. 3 Rockets in a cluster) - Kickback is a big deal. There's two ways of getting around it: One is to put even strength kickback guns on each side of your Hound. The other is to practice shooting with all of our kickback on one side. (It's possible to use sniper cannons on the same side and get away with both shots hitting the same mark on every fire.) For the war itself: - In your squad of 6, you need at least 1 Scout. He should be screaming fast, and only have 1 setting of guns/piles meant for attacking. He's used for going in, getting the COMBAS, and getting out. COMBAS are the only way you'll get to communicate in this game. Also, get your Scout to put on a NA Jammer for moving in uncharted enemy territory. - In your squad of 6, you NEED a Tactics Commander. As you take COMBAS, the Commander can relay enemy positions while he sits back and watches the fighting. - In your squad of 6, 3 guys are your front line attackers, whether they're Scouts or Snipers or Soldiers. - Lastly, your final guy is either a Defender or a Heavy Gunner. His/her job is to find high ground if possible, and lay waste to clustered enemy units or an HQ. You know now it says map size "whatever x whatever" sometimes? Each square is 1/10th of whatever distance on High-Angle camera's meter. Adjust your shot to less than that if you're above the target, more than that if you're below the target. And at all costs, protect the Commander. Defender/Heavy Gunner are very important and hardly used enough, but true masters in the field dominate in the War out there. lest us not forget the annoying parts of the game. 1:juggernauts... ******** double barrel bastards on legs with the largest morskoj cockpit is a b***h. and 2nd:Barn Burners... scouts with only 1 mission.. base destroy.. im sure all the vet's and regulars know of this. its just a scout with extremly weak defense.. but is equiped with 4-5 parry blades.. and when combined with a commander that can see thier base.. you can single handedly win the game.. (even if your other fallen comardes have...well..fallen..;] )
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Posted: Sun Aug 13, 2006 3:34 am
....******** smart ********. xd
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Posted: Sun Aug 13, 2006 4:14 pm
well here's my problem. 1. I take heavy cockpit damage waaaay too easily. I need something for that.
2.idk what weapons to get now. I got 4 rockets in a cluster. they're the ones that shoot 6 rocks at a time. and I got 4 machine guns. 2 normal ones, and the 2 that fire about 20 or 30 shots before stopping. and I've got the tread legs. its either Sal Khar or the russian guys.
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Posted: Sun Aug 13, 2006 7:10 pm
Wrathful Soul well here's my problem. 1. I take heavy cockpit damage waaaay too easily. I need something for that. 2.idk what weapons to get now. I got 4 rockets in a cluster. they're the ones that shoot 6 rocks at a time. and I got 4 machine guns. 2 normal ones, and the 2 that fire about 20 or 30 shots before stopping. and I've got the tread legs. its either Sal Khar or the russian guys. lol.. yea.. just go with the reverse joint legs for now..they tend to ..be....well the best... and get rid of that dinky machine gun...they no good.. you need to go with a role type.. you cant just mesh s**t together and hope it works...that is why you fail... and get rid of the machine guns..they're basicly no good unless you got 4... and you got a good aim with em..... as for cockpit damage? theres really no getting around that... you gotta be quick.. antisapate thier moves you think they're gonna do.. and avoid it.... I myself enjoy my home made mech "demon" its basicly 4 of the largest morskoj cannons... and 2 rockets ontop of them..with the generator on top.. and a spacer with the downloaded shield part to cover the c**k pit.. add's a nice chunk of defense... its a good offensive mech,but nothing els really.. WEAPON settings...never forget em.. or you'll be in a world of hurt.. most important... weight.. the weight of weapons/cockpits/armor/shields..all very important to find a happy medium... however..if you just wanna go into battle and own a** with no skill. you need the biggest reverse joint morskoj legs,largest morskoj twin b*****d canons. you need the BEST speed, and ..um... "shock absortion" chips.. dont worry about weapon chip.. you have to get the 1 socket to make this work.. then yea... own a**....
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Posted: Mon Aug 14, 2006 9:41 am
I don't really have a set class and my mech is ownage. So what you say about that is not true.
Right now (if I remember correctly, Ihaven't played in a week or so) my mech has 3 machine guns, 3 heat rockets(or 3 Piles. I switch it up sometimes) and 3 rocket launchers (yanno the ones that launch 6 at once). I'm also on bipedal legs.
It's really hard to get me because I can usually move around pretty fast. My only real qweakness (and most peoples weakness really) is heat rockets, because it's hard to dodge those. I just circle around the enemy, shooting their cockpit directly with their machine gun, and once and awhile hit em with my rocket launchers (18 rockets hitting them at once = MAJOR damage. You need REALLY good aim and timing to get em all on them though) to damage them heavily. If I have piles on, I try to get close once and awhile and hit them with them (Doesn't really matter where they hit, anything will do since they'll take it out if its not the cockpit or legs).
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Posted: Tue Aug 15, 2006 3:55 pm
ECUnlimited I don't really have a set class and my mech is ownage. So what you say about that is not true. Right now (if I remember correctly, Ihaven't played in a week or so) my mech has 3 machine guns, 3 heat rockets(or 3 Piles. I switch it up sometimes) and 3 rocket launchers (yanno the ones that launch 6 at once). I'm also on bipedal legs. It's really hard to get me because I can usually move around pretty fast. My only real qweakness (and most peoples weakness really) is heat rockets, because it's hard to dodge those. I just circle around the enemy, shooting their cockpit directly with their machine gun, and once and awhile hit em with my rocket launchers (18 rockets hitting them at once = MAJOR damage. You need REALLY good aim and timing to get em all on them though) to damage them heavily. If I have piles on, I try to get close once and awhile and hit them with them (Doesn't really matter where they hit, anything will do since they'll take it out if its not the cockpit or legs). seems to me like your soldier... a front line guy... wink and I would get rid of the machine guys.... they tend to be....well s**t.... and usly take forever to do anything. and with all the juggernauts being playing... I dont think you would survive very long. if you dont belive me... ask "FKNtwizted" to play a game of 1-1 with you. he invented the ******** mech. but I would get rid of those machine guns for either canons.... or (since you seem to like close combat) parry blades... OR... if you can afford the weight. javalines. (heat seekers) of course you would only be able to get 1 of em on your mech. (most likely) but give it a shot..you might like it better.
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Posted: Fri Aug 18, 2006 7:57 pm
Just wondering, does anyone else have all s ranks? I do.
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Posted: Fri Aug 18, 2006 8:55 pm
Strike FreedomX Just wondering, does anyone else have all s ranks? I do. in story mode? yea... I do.. and if anyone cares about winning the game.. they would have to too....... the hardest for me was heavy gunner / commander.. mainly commander..cause they never did what I told em to do.I say go to comba's I.. and he goes and attacks base 2...wtf? numbnuts.... and heavy gunner... I just built myself a heavy sniper. didnt need much effort after that. plus some of the weapons from story mode help too once in awhile. and how did you get your gamertag in your sig? dont reply to this.. send me a PM.. I probly wont check this for awhile sweatdrop
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