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Messages - Mavairo

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General Discussion / Re: The Audi Spock Challenge
« on: May 16, 2013, 01:41:59 PM »
Meh the CTS V is even better :D

Mechwarrior Online / The Fang. Aka my CTS V setup
« on: February 24, 2013, 11:00:25 PM »

It's fast.. how fast? 95 KPH fast. And it's a friggin heavy.

XL 320 engine.

Solid armor distribution. Quite frequently it'll bag 500 to 700 damage and anywhere from 2 to 4 kills.

Star Trek Online / Re: Future plans for STO
« on: January 02, 2013, 07:29:16 PM »
I don't think what I do in sto counts really as playing.
I log in, use it as a chat box figure out what everyone I know in the game is up to then talk for abit. and then log off, and go do something else heh. :)

Mechwarrior Online / Screenshots
« on: December 15, 2012, 12:58:29 AM »

Not a record setter by any means, but this one was a fun match a bit back. 8 v 8.

Other PC / Re: Neverwinter looking not as horrible?
« on: December 12, 2012, 11:16:25 PM »
It'll be an effort. Have you seen the azn knock off that is season 7 yet?

Other PC / Re: Neverwinter looking not as horrible?
« on: December 12, 2012, 12:18:44 PM »
Remember, STO looks good on the surface too.

Then you actually play it for more than a month.

Also what the hell are those supposed to be in the vid? Slaad? That's the only thing that comes ''close''. Another heavy betrayal of an IP and the thing's not even out yet.

General Discussion / Re: PlanetSide 2 - The Future of War
« on: December 08, 2012, 12:28:19 AM »
I've heard it's by far one of the most resource intensive games on the market. I'm tempted to play it just to torture test my pc.

Some of the bugs, and issues though scare me. One of them is so bad you actually have to reset your modem over if it bites you.

Mechwarrior Online / Incredibly useful guides and info.
« on: November 10, 2012, 11:47:46 PM »

This article is all about laaazorz.

THis one is Ohm's reference sheets, they contain weapon damages, ranges, heat, weight, engines, mech hard point data, as well as how fast a given mech will go with a given engine.

Mechwarrior Online / Re: First Match with non Trial mech
« on: November 07, 2012, 12:27:37 PM »
Congrats to scoring your first non trial mech. It only gets better from here :)

Mechwarrior Online / The basics of Catapult 101.
« on: November 05, 2012, 10:04:42 PM »
Hello everyone, I'm going to introduce you to the Catapult today. The Catapult and how it is setup is arguably the most important part of how a given team operates in combat. It is the very foundation of damage out put and kills for a given team.  Please note this thread, is the first of many and like my threads before in other games, is subject to being changed, with various balance passes, and as my knowledge of the game expands.

A close range catapult for example, means the team is going to be based around more close in fighting to help support the cats, on average. Any assault mechs on the team generally will be carrying an LRM10 or 15, to provide long range fire support while they close into combat.  Light mechs as always are best built as close in skirmishers so you have them peppering, and murdering targets that the cats put a crippling on, and any Dragons on the field will probably be also built as skirmishers to better support the cats and lights with a possible addtion of 2 LRM5s to cause long range target disruption.   This is a great example of how a pair of cats will affect team composition on a premade level.

Long range cats, the scouts become more of target markers, and any dragons become a long range fire support mech with a pair of streak2s or srm4s to clear off enemy close range harassment. Assault mechs will probably carry a Streak or SRM or two, to help deal with any light weight harassment mechs. 

How the team moves also changes, as an lrm heavy team will want to keep their backs to as much cover as possible, and their enemies hopefully in wide open spaces as much as possible. While a close range team will be moving through thick cover to cover, carefully, to out flank longer range combatants and isolate any enemy mechs possible, and overwhelm them in a very short time span.

The first question is, how many cats do you take in a given team?

For an 8 man group, the most successful teams I have been with tend to take 2. The 2 cats are generally kitted out incredibly similarly and fulfill the same battlefield role. This is because the catapult is a very effective force multiplier when taken in multiples of the same kind.

For a 4 man group you can bring this down to 1 and generally be Ok.

My next post in this article series will cover the specific catapult variants in detail. This was just the overview and general team tactics relating to the Catapult.

Mechwarrior Online / Re: Mechwarrior Online Names
« on: November 05, 2012, 06:34:49 PM »
I just hit my 67st Victory since Open Beta launched a few days ago to give you an idea of just how much I've been playing. :P

In closed beta I probably had about double that in match total. But my computer sucked ass so I couldn't really kill anything reliably, without resorting to LRM spam and long range sniper fire. I only had about double what I do now cause it was very hard to stay motivated with such a crappy rig.

67 Victories, 20 losses.
45 Kills, 33 deaths.

A kill to death spread of 1.36 in favor of kills.


This is the pvp game that I'd been dying for, for years now. The entire thing is all about team work, it's hard hitting, no respawns, no heals. No forgiveness! (okay I kid about the last part)

It's easily worth the down load. hell I recommend spending some $ to show the devs some love.

Mechwarrior Online / Re: Mechwarrior Online Names
« on: November 05, 2012, 09:44:33 AM »
Mavairo is mine.

I'm game to help you guys out since I think I've been playing the longest, and definitely probably have the most premade experience :D

Quick Bytes / Re: Star Citizen
« on: October 12, 2012, 12:47:42 AM »
After playing so much mechwarrior online, I'm looking forward to trying this game out. I'm digging the crytek engine 3.

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