[BATTLETECH/MechWarrior] More 'Mech action than you can shake an UrbanMech at!

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  • MirkelMirkel FinlandRegistered User regular
    Aegis wrote: »
    Thanks, crewmate, for offering me to pay $1m C-Bills for your stupid bird.

    But now it gave me a part for a BL-6b-KNT, and it has NINE laser hardpoints, and I want it so much now. But where the hell am I going to find 4 more parts for this rare as shit variant?

    Nowhere. AFAIK it's bugged in a way that makes it impossible for it to show up in shops. Here's how to fix it.

    MugsleyOrcaH3Knuckles
  • GoumindongGoumindong Registered User regular
    Other things to note in Mechwarrior. If you see a mech that is undertonnage by a few hundredths of a tonne it has Ferro Fiberous armor. FF armor doesn't round evenly like regular armor does.

    wbBv3fj.png
  • GlalGlal Registered User regular
    Dixon wrote: »
    I noticed in the market if you sell an item it doesn’t go into the same stack under the Buy side. I guess if you sell something unintentionally it lets you buy it back without markup.

    Was it possibly that?
    Yeah, you get full value buyback, it's super handy when you muck something up.

  • EchoEcho Moderator mod
    MW5: Catapult A1 hero mech for sale. Is it worth blowing 90% of my cash on that?

    Echo wrote: »
    Let they who have not posted about their balls in the wrong thread cast the first stone.
  • GlalGlal Registered User regular
    If memory serves its hardpoints are kind of trash. You probably want the C1 for missiles or the K2 for energy.

    H3Knuckles
  • KayKay What we need... Is a little bit of PANIC.Registered User regular
    I wasn't aware that there was a hero version - those are the Bumblebee and Jester. Do you mean a 'rare' find? All that means is that it's fully repaired.

    The A1 is bad in MW5 - it has two large missile hardpoints, and that's it. It's much better in MWO because it has THREE missile slots in each ear, letting it do funky stuff like 6x Streak-2 builds or just a big whomp of 4x SRM6, which the Butterbee just does better.

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    BRIAN BLESSED
  • BRIAN BLESSEDBRIAN BLESSED Maybe you aren't SPEAKING LOUDLY ENOUGHHH Registered User regular
    edited January 4
    Yeah Hero mechs will have unique hardpoint layouts, Rare mechs are basically just vanilla variants fully kitted out (and imo more often than not not worth the price compared to equivalent salvage on the market you could refit yourself)

    That said I've never felt strapped for cash like... ever, so I've bought a few willy-nilly, particularly heavier mechs as most of the time the missions don't even give me enough salvage rights >:(

    BRIAN BLESSED on
  • Forbe!Forbe! Registered User regular
    It seems like the best missions are the multiple deployment missions in a faction you are friendly with? You can get a 50% modifier on salvage and easily salvage some heavy/assault mechs

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  • SiliconStewSiliconStew Registered User regular
    So here's an incredibly stupid design decision in MW5 and a big middle finger to you mech collectors out there.

    Your mech cold storage has a hidden maximum capacity. And to make their usability failure complete, they also stupidly don't allow you to sell stored mechs, so if you don't already have an open slot in your ready mechs when you hit that limit, you have to sell your ready mech(s) to make room to pull out stored mechs to sell them, then buy back your current mech(s). It's an incredibly tedious process.

    Just remember that half the people you meet are below average intelligence.
    GlalHeirH3KnucklesKristmas Kthulhu
  • DixonDixon Screwed...possibly doomed CanadaRegistered User regular
    What’s the limit?

    I usually sit between 14-16 mechs in cold storage

  • SiliconStewSiliconStew Registered User regular
    Dixon wrote: »
    What’s the limit?

    I usually sit between 14-16 mechs in cold storage

    50. Or about a dozen of each weight class out of the 230 total variants in game.

    And I haven't run into this situation myself yet, but there's apparently an even bigger FU in that mechanic. If you are already at the storage limit, but unaware of it, and you pick a mech as salvage from a mission, it simply vanishes without notice.

    Just remember that half the people you meet are below average intelligence.
    Dixon
  • GoumindongGoumindong Registered User regular
    Yeah Hero mechs will have unique hardpoint layouts, Rare mechs are basically just vanilla variants fully kitted out (and imo more often than not not worth the price compared to equivalent salvage on the market you could refit yourself)

    That said I've never felt strapped for cash like... ever, so I've bought a few willy-nilly, particularly heavier mechs as most of the time the missions don't even give me enough salvage rights >:(

    Rare variants are different than regular variants. Not necessarily better, but different. The rare highlander as an example has FF armor while the regular ones you find do not.

    wbBv3fj.png
  • IoloIolo iolo Registered User regular
    HBS BT

    Playing the game within a game of "how good a lance can I take in salvage from a single mission" I think I've topped my previous record.

    Single mission, five skulls, ambush convoy - 4x vehicles, 4x mech escorts and 4x mech reinforcements, badlands map with six pieces of salvage selection. Took home the following:
    • Awesome 8T
    • Highlander 733
    • King Crab
    • Annihilator
    :)

    Lt. Iolo's First Day
    Steam profile.
    Getting started with BATTLETECH: Part 1 / Part 2
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  • NipsNips Luxuriating in existential crisis.Registered User regular
    Iolo wrote: »
    HBS BT

    Playing the game within a game of "how good a lance can I take in salvage from a single mission" I think I've topped my previous record.

    Single mission, five skulls, ambush convoy - 4x vehicles, 4x mech escorts and 4x mech reinforcements, badlands map with six pieces of salvage selection. Took home the following:
    • Awesome 8T
    • Highlander 733
    • King Crab
    • Annihilator
    :)

    Duuuuude.

    JXUBxMxP0QndjQUEnTwTxOkfKmx8kWNvuc-FUtbSz_23_DAhGKe7W9spFKLXAtkpTBqM8Dt6kQrv-rS69Hi3FheL3fays2xTeVUvWR7g5UyLHnFA0frGk1BC12GYdOSRn9lbaJB-uH0htiLPJMrc9cSRsIgk5Dx7jg9K8rJVfG43lkeAWxTgcolNscW9KO2UZjKT8GMbYAFgFvu2TaMoLH8LBA5p2pm6VNYRsQK3QGjCsze1TOv2yIbCazmDwCHmjiQxNDf6LHP35msyiXo3CxuWs9Y8DQvJjvj10kWaspRNlWHKjS5w9Y0KLuIkhQKOxgaDziG290v4zBmTi-i7OfDz-foqIqKzC9wTbn9i_uU87GRitmrNAJdzRRsaTW5VQu_XX_5gCN8XCoNyu5RWWVGTsjJuyezz1_NpFa903Uj2TnFqnL1wJ-RZiFAAd2Bdut-G1pdQtdQihsq2dx_BjtmtGC3KZRyylO1t2c12dhfb0rStq4v8pg46ciOcdtT_1qm85IgUmGd7AmgLxCFPb0xnxWZvr26G-oXSqrQdjKA1zNIInSowiHcbUO2O8S5LRJVR6vQiEg0fbGXw4vqJYEn917tnzHMh8r0xom8BLKMvoFDelk6wbEeNq8w8Eyu2ouGjEMIvvJcb2az2AKQ1uE_7gdatfKG2QdvfdSBRSc35MQ=w498-h80-no
    IoloOrca
  • ErlkönigErlkönig Registered User regular
    Goumindong wrote: »
    Yeah Hero mechs will have unique hardpoint layouts, Rare mechs are basically just vanilla variants fully kitted out (and imo more often than not not worth the price compared to equivalent salvage on the market you could refit yourself)

    That said I've never felt strapped for cash like... ever, so I've bought a few willy-nilly, particularly heavier mechs as most of the time the missions don't even give me enough salvage rights >:(

    Rare variants are different than regular variants. Not necessarily better, but different. The rare highlander as an example has FF armor while the regular ones you find do not.

    Sometimes, not always. Frequently, I'll find rare variants being sold side by side their non-rare flagged variants and there is literally zero difference. Remember, this is PGI...if there's a lazy way to do something, they done did it.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
    HydroSqueegeeHeir
  • SpectrumSpectrum Archer of Inferno Chaldea Rec RoomRegistered User regular
    Dixon wrote: »
    What’s the limit?

    I usually sit between 14-16 mechs in cold storage

    50. Or about a dozen of each weight class out of the 230 total variants in game.

    And I haven't run into this situation myself yet, but there's apparently an even bigger FU in that mechanic. If you are already at the storage limit, but unaware of it, and you pick a mech as salvage from a mission, it simply vanishes without notice.

    It's bad for mechcollectors like myself but my campaign hasn't quite progressed to that point. : (

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  • DixonDixon Screwed...possibly doomed CanadaRegistered User regular
    Ah yeah that sucks about the mechs just disappearing. Not really surprising, considering all the other lazy/poorly implemented things.

    I kinda wish someone else built a MW game. I love and hate what is here. I still have a lot of fun, but so many ways it could of been greater.

    Gnome-Interruptus
  • MazzyxMazzyx Comedy Gold Registered User regular
    edited January 5
    Today was a good day.

    I head shot a Battlemaster in HBS BT. My lance is getting very heavy. I think I am out of mechs under 65 tons that I use.

    I still need an atlas though. Gotta get a Steiner scout lance going.

    Mazzyx on
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  • RanlinRanlin Oh gosh Registered User regular
    Once you get headshot mastery called shot mastery on multiple pilots it gets comical how often you start killing pilots immediately. I've only just gotten there, amusing how well clouds of LRMs work for it too, particularly in a missle boat with bonus clustering.

    I am unclear on one aspect though. Can enemy cockpits not be one shot either? A few times now they've been left with 1 structure on it, and I assume that means they need to be hit by at least 2 shots, which I believe is true for player pilots?

  • SiliconStewSiliconStew Registered User regular
    Ranlin wrote: »
    Once you get headshot mastery called shot mastery on multiple pilots it gets comical how often you start killing pilots immediately. I've only just gotten there, amusing how well clouds of LRMs work for it too, particularly in a missle boat with bonus clustering.

    I am unclear on one aspect though. Can enemy cockpits not be one shot either? A few times now they've been left with 1 structure on it, and I assume that means they need to be hit by at least 2 shots, which I believe is true for player pilots?

    No, you and the enemy can both take heads off in a single shot. It's just that the only weapon the enemies use that can do it is an AC20 (or a lucky melee by a big mech). And the only weapons you have that do more than the 61 points of required damage to do it are the AC20, UAC20, Gauss rifle, +dmg AC10, and +dmg ERPPC. There are a number of weapons that only do 60 damage however, leaving you 1 point short of the kill.

    Just remember that half the people you meet are below average intelligence.
    NipsIoloOrcaH3Knuckles
  • NipsNips Luxuriating in existential crisis.Registered User regular
    edited January 5
    Ranlin wrote: »
    Once you get headshot mastery called shot mastery on multiple pilots it gets comical how often you start killing pilots immediately. I've only just gotten there, amusing how well clouds of LRMs work for it too, particularly in a missle boat with bonus clustering.

    I am unclear on one aspect though. Can enemy cockpits not be one shot either? A few times now they've been left with 1 structure on it, and I assume that means they need to be hit by at least 2 shots, which I believe is true for player pilots?

    Absolutely they can. You just need enough damage to overcome cover/bulwark if it's there.

    One of my crack pilots (with high spirits) in my Marauder literally went four-for-four on headshot kills with its AC/20+ in a mission a few days ago.

    That'll show those Davions for sending in a reinforcement lance; I'm sending a third of any given OpFor's pilots back home in blender bottles.

    Nips on
    JXUBxMxP0QndjQUEnTwTxOkfKmx8kWNvuc-FUtbSz_23_DAhGKe7W9spFKLXAtkpTBqM8Dt6kQrv-rS69Hi3FheL3fays2xTeVUvWR7g5UyLHnFA0frGk1BC12GYdOSRn9lbaJB-uH0htiLPJMrc9cSRsIgk5Dx7jg9K8rJVfG43lkeAWxTgcolNscW9KO2UZjKT8GMbYAFgFvu2TaMoLH8LBA5p2pm6VNYRsQK3QGjCsze1TOv2yIbCazmDwCHmjiQxNDf6LHP35msyiXo3CxuWs9Y8DQvJjvj10kWaspRNlWHKjS5w9Y0KLuIkhQKOxgaDziG290v4zBmTi-i7OfDz-foqIqKzC9wTbn9i_uU87GRitmrNAJdzRRsaTW5VQu_XX_5gCN8XCoNyu5RWWVGTsjJuyezz1_NpFa903Uj2TnFqnL1wJ-RZiFAAd2Bdut-G1pdQtdQihsq2dx_BjtmtGC3KZRyylO1t2c12dhfb0rStq4v8pg46ciOcdtT_1qm85IgUmGd7AmgLxCFPb0xnxWZvr26G-oXSqrQdjKA1zNIInSowiHcbUO2O8S5LRJVR6vQiEg0fbGXw4vqJYEn917tnzHMh8r0xom8BLKMvoFDelk6wbEeNq8w8Eyu2ouGjEMIvvJcb2az2AKQ1uE_7gdatfKG2QdvfdSBRSc35MQ=w498-h80-no
    IoloOrcaH3Knuckles
  • MazzyxMazzyx Comedy Gold Registered User regular
    I have a King Crab with a UAC/20++ on it.

    I feel like I have finally made it.

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    IolomanwiththemachinegunBetsuniSpectrumToxNipshtmGONG-00MugsleyH3Knuckles
  • AegisAegis Not Quite TorontoRegistered User regular
    "Hey so, if we accept this contract, we're gonna have to keep helping them until the system changes hands or they're really gonna hate us."

    That's fine, we can do this.

    *does mission* "See, we could do it! Now let's just wait 7 more days for the forced mission and keep going."

    Follow-up Mission options: 3 skull Escort or 3.5 skull convoy Ambush.

    Well, fuck Escorts, so I guess we're jumping in this 3.5 skull. What's the worst that could happen?

    ----

    My Lance: Stalker, Ostol, Shadowhawk, & Dervish.
    * Respectable brawlers with one of the two mediums (I honestly forget which, I'm terrible with names and they can both mount missiles) setup with a pair of LRM10s for fire support. The other medium sports a LL and triple SRM racks. The Ostol has a PPC and 4x MLs. And then my Stalker is my pride and joy with 2x LL, 4x MLs, & 2x SRM6s that wrecks faces and can Alpha > Move > Alpha or simply Alpha and drop off a few mediums in subsequent turns and keep heat stable.

    Enemy Convoy: Behemoth, LRM Carrier, and two tanks that had a mixture of AC5s, SRMs, LRMs, honestly they were kind of scary.
    Enemy Escort Lance: Phoenix Hawk, Trebuchet, Vindicator, & Wolverine
    Enemy Reinforcements: Rifleman & Vulcan

    For a lance of only mediums, these four mechs fucking hurt. It probably helped them that the convoy itself was outputting ridiculous damage on its own. Thank Christ there was a patch of trees as there were so many missiles that I'd have been eaten alive out in the open. Still, the sheer quantity of missile fire caused two knockdowns against my mechs.

    While I did as much as I could to thin out the escort lance as quickly as possible, this was not anywhere close to a flawless mission and we still ate casualties:

    Shadowhawk: CT & RT taken out. Pilot somehow accumulated 4 injuries, I think one might have been from a knockdown. Regardless, not seeing this guy again for 94 days. Did, however, manage to stay alive long enough with a single weapon left to loop around to the LRM Carrier that wasn't moving up and kicked it in the face. Then two turns later it got the CT shot out of it, but honestly, that was a decent trade at that point.
    Ostol: Lost its left leg. Honestly not a big deal except for the escape portion of the mission which nearly caught me out of position.
    Dervish: Lost both arms. Listen, things happen.
    Stalker: Not even close to any structure damage. I could just stand still and unload alphas into things and the enemy would go out of its way to shoot literally anything else.

    One saving grace during this was that the two reinforcements that showed up drop-podded in on the literal opposite side of the map on the other side of a mountain. But the time they started raining long-range fire on me, I had pretty well mopped up the escort lance and convoy. Thank god for that, because then I tried running to evac thinking I couldn't take whatever the reinforcements were. But since my Ostol lost a leg, it was hell just moving it. I had barely got everyone next to the hill when the Rifleman caught up to us, but since it showed up on its own, I had my Stalker step out of cover and just sit in the open brawling with it. Considering my Stalker was untouched at this point, and my Dervish pilot had Sensor Lock, the Rifleman stood no chance. I then ran into the Vulcan on the other side of the mountain, but again, my Stalker two-rounded it.

    End result: down roughly $200,000 C-Bills net in repair costs.

    Flashpoint Rewards were neat, I mean, + gear is better than not + gear. But the mission salvage itself was insane: LRM15++ (+2 damage) & LL+++ (+10 damage, +3 Accuracy). Yes. Yes I'll choose both of those salvage rewards.

    But uh...let's not run 3.5 skull missions in the future. At least, not yet.

    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
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    NipshtmH3Knuckles
  • BRIAN BLESSEDBRIAN BLESSED Maybe you aren't SPEAKING LOUDLY ENOUGHHH Registered User regular
    So here's an incredibly stupid design decision in MW5 and a big middle finger to you mech collectors out there.

    Your mech cold storage has a hidden maximum capacity. And to make their usability failure complete, they also stupidly don't allow you to sell stored mechs, so if you don't already have an open slot in your ready mechs when you hit that limit, you have to sell your ready mech(s) to make room to pull out stored mechs to sell them, then buy back your current mech(s). It's an incredibly tedious process.

    well to be honest, I have been playing Pokémon with the mechs that I've been getting in salvage, but I did think it'd seem a bit silly if a Leopard was capable of holding one of every single mech in cargo

    I guess not making cold storage capacity clear is a no-no, though

    H3Knuckles
  • GoumindongGoumindong Registered User regular
    Mazzyx wrote: »
    I have a King Crab with a UAC/20++ on it.

    I feel like I have finally made it.

    I now have an Atlas BH hero. It has an LBX-10 AC-SLD ++++, 3 M Laser ++++, 3 M Laser +++, an LRM10-ST +++, 10 single and 10 double heat sinks

    wbBv3fj.png
    MazzyxAegisH3Knuckles
  • MazzyxMazzyx Comedy Gold Registered User regular
    The universe likes to balance things.

    Go into a 3 skull mission for some cash after spending on the crab and have to redo it 3 times.

    Just a nasty map with a choke, demolisher tanks, and multiple lrm carriers behind a wall of tonnage.

    My winning run did start off with Glitch in the highlander headshotting the grasshopper with the gauss rifle taking it out of the fight.

    Still almost lost the crab, the LRM leg cooked off and well that was bad. Cooked off hiding in the woods braced taking 1 damage that just broke through the armor from an LRM carrier.

    03x29di.png
  • manwiththemachinegunmanwiththemachinegun METAL GEAR?! Registered User regular
    You're a mercenary, I had no shame in bailing on tough jobs and coming back later with bigger guns.
    Honor is for Clan losers.

  • GoumindongGoumindong Registered User regular
    No mazzyx, its an Atlas

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  • SiliconStewSiliconStew Registered User regular
    So here's an incredibly stupid design decision in MW5 and a big middle finger to you mech collectors out there.

    Your mech cold storage has a hidden maximum capacity. And to make their usability failure complete, they also stupidly don't allow you to sell stored mechs, so if you don't already have an open slot in your ready mechs when you hit that limit, you have to sell your ready mech(s) to make room to pull out stored mechs to sell them, then buy back your current mech(s). It's an incredibly tedious process.

    well to be honest, I have been playing Pokémon with the mechs that I've been getting in salvage, but I did think it'd seem a bit silly if a Leopard was capable of holding one of every single mech in cargo

    I guess not making cold storage capacity clear is a no-no, though

    Which is not particularly compelling to me since a Leopard is only really supposed to hold 4 mechs and 2 aerospace fighters total. So if you're making the space concession for gameplay already, which you should, why also add that artificial hidden limit? It serves no purpose in the game except to reduce your play options. The refit time and costs already provide the necessary throttling on unlimited use of your stable of stored mechs.

    Just remember that half the people you meet are below average intelligence.
    GlalOrca
  • BethrynBethryn Unhappiness is Mandatory Registered User regular
    Ranlin wrote: »
    Once you get headshot mastery called shot mastery on multiple pilots it gets comical how often you start killing pilots immediately. I've only just gotten there, amusing how well clouds of LRMs work for it too, particularly in a missle boat with bonus clustering.

    I am unclear on one aspect though. Can enemy cockpits not be one shot either? A few times now they've been left with 1 structure on it, and I assume that means they need to be hit by at least 2 shots, which I believe is true for player pilots?
    What's insane is that a Marauder takes Called Shot from 17-9% with Mastery to a ridiculous 35%.

    Pick and choose what Assault class mech you'd like to add to your lance today!

    ApogeeIoloMugsleyNipsOrcayossarian_livesH3Knuckles
  • GONG-00GONG-00 Registered User regular
    edited January 6
    HBS Battletech:
    Is the Marauder's headshot bonus intended to be as good as it is? If so, Miller's Marauders must be a terrifying unit to fight if canon takes cues from mechanics.

    GONG-00 on
    Black lives matter.
    Law and Order ≠ Justice
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    Still waiting on Dan "Man of his Word" Ryckert to eat a hat
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    H3Knuckles
  • MirkelMirkel FinlandRegistered User regular
    Bethryn wrote: »
    Ranlin wrote: »
    Once you get headshot mastery called shot mastery on multiple pilots it gets comical how often you start killing pilots immediately. I've only just gotten there, amusing how well clouds of LRMs work for it too, particularly in a missle boat with bonus clustering.

    I am unclear on one aspect though. Can enemy cockpits not be one shot either? A few times now they've been left with 1 structure on it, and I assume that means they need to be hit by at least 2 shots, which I believe is true for player pilots?
    What's insane is that a Marauder takes Called Shot from 17-9% with Mastery to a ridiculous 35%.

    Pick and choose what Assault class mech you'd like to add to your lance today!

    It's stuff like that that makes me play BEX instead of vanilla.

  • Dark_SideDark_Side Registered User regular
    edited January 7
    GONG-00 wrote: »
    HBS Battletech:
    Is the Marauder's headshot bonus intended to be as good as it is? If so, Miller's Marauders must be a terrifying unit to fight if canon takes cues from mechanics.

    Seems to be intended yeah. (Its other bonus for cutting 10% off all incoming damage on your lance is also crazy good.) I've seen a lot of good theories thrown around in this thread that 1. it's a fan favorite mech so of course they kitted it out, and 2. since this is likely the last DLC they went whole hog giving sweet bonuses the player, or 3. the double bonus on the Marauder was part of an overall attempt to re-tune the game progression/economy - which matches up with the ludicrous black market options, the crazy mech parts available in all the stores, and so on.

    Dark_Side on
  • NipsNips Luxuriating in existential crisis.Registered User regular
    I'll also say that around the time you probably got a MAD plus Called Shot Mastery pilot, you're staring down 8-12 heavy-average class 'Mechs in the OpFor.

    Being able to quickly down one or two helps keep battles moving and keep you from being overwhelmed.

    JXUBxMxP0QndjQUEnTwTxOkfKmx8kWNvuc-FUtbSz_23_DAhGKe7W9spFKLXAtkpTBqM8Dt6kQrv-rS69Hi3FheL3fays2xTeVUvWR7g5UyLHnFA0frGk1BC12GYdOSRn9lbaJB-uH0htiLPJMrc9cSRsIgk5Dx7jg9K8rJVfG43lkeAWxTgcolNscW9KO2UZjKT8GMbYAFgFvu2TaMoLH8LBA5p2pm6VNYRsQK3QGjCsze1TOv2yIbCazmDwCHmjiQxNDf6LHP35msyiXo3CxuWs9Y8DQvJjvj10kWaspRNlWHKjS5w9Y0KLuIkhQKOxgaDziG290v4zBmTi-i7OfDz-foqIqKzC9wTbn9i_uU87GRitmrNAJdzRRsaTW5VQu_XX_5gCN8XCoNyu5RWWVGTsjJuyezz1_NpFa903Uj2TnFqnL1wJ-RZiFAAd2Bdut-G1pdQtdQihsq2dx_BjtmtGC3KZRyylO1t2c12dhfb0rStq4v8pg46ciOcdtT_1qm85IgUmGd7AmgLxCFPb0xnxWZvr26G-oXSqrQdjKA1zNIInSowiHcbUO2O8S5LRJVR6vQiEg0fbGXw4vqJYEn917tnzHMh8r0xom8BLKMvoFDelk6wbEeNq8w8Eyu2ouGjEMIvvJcb2az2AKQ1uE_7gdatfKG2QdvfdSBRSc35MQ=w498-h80-no
    IoloHeirmanwiththemachinegunBigity
  • GoumindongGoumindong Registered User regular
    edited January 7
    Unhappy with the DPS metrics and their ability to tell a story i rejiggered some of the stats on a new page in the Weapon Tables by figuring instead of DPS but rather time to kill. This seeks to make some of the advantages of the heavier hitters more apparent by asking how long it takes to kill a target and how much tonnage would you bring to kill a target in a second. The tonnage to kill a target in a second is wrong (since the actual value is 100/damage*tonnage to insta kill a 100 HP second) but it would give a relative value for the weapon which accounts both for its burst and also for its DPS.

    The thing to note is that the heavier AC's start to look a lot better than indicated on the DPS and efficiency charts. The AC's now go down in tonnage to kill (which is better) as you go UP in size. With the regular AC 2,5,10 having about the same values and the AC/20 having about a 22% better value than the rest. In the burst fire category (which spreads damage more so should be considered separately). The AC's go in descending order with the AC2 being the worst and the AC 20 being the best. The AC 20/BF is better even than the LBX-AC(though not the UAC5).

    Lasers are very good until you compensate for their heat usage and SRM's are hilariously good even if you compensate for their heat usage.

    Now these values still aren't idea. Burst weapons will spread their damage. Regular lasers will spread their damage. And SRM's will spread their damage. Spreading damage reduces the ability to pinpoint a spot and make sure that specific spot does(such it increases the theoretical amount of damage you have to do to kill a single section). I have not yet decided to give or what an appropriate penalty would be to figure that though.



    https://docs.google.com/spreadsheets/d/1Oy3FUWvs-VGAu23OM2AMp_5QO-xq6VDHos9bX5L74dM/edit#gid=2013960429

    Edit: i will do some more work on this tomorrow. I think i have a good way to compare TTKs between weight classes and also clean up the sheet

    Goumindong on
    wbBv3fj.png
  • NobodyNobody Registered User regular
    For those of you who still play MWO, major sale going on right now, all mechs and mech bays 50% off.

    Picked up an IV-Four, WLF-2, FLE-17, and a SMN-D (I like my WHM-9D poptart and want to see how the Clan version works out).

    Betsuni
  • BethrynBethryn Unhappiness is Mandatory Registered User regular
    Nips wrote: »
    I'll also say that around the time you probably got a MAD plus Called Shot Mastery pilot, you're staring down 8-12 heavy-average class 'Mechs in the OpFor.

    Being able to quickly down one or two helps keep battles moving and keep you from being overwhelmed.
    I walked into 2 Marauders, an AC/20 Hunchback and a Black Knight on a 2 skull mission, so I've had it since a bit earlier than was expected.

    (ignoring the fact that I was seeing a Marauder/Warhammer part in almost every periphery store I visited and could've bought either earlier if I'd just rushed for pure money)

    NipsIoloH3Knuckles
  • RanlinRanlin Oh gosh Registered User regular
    There's a lot less fun stuff like that going on when playing the campaign, isn't there :(

    The campaign missions are fun enough but boy the limitations on the career side of things is pretty weak. At least it gives a reason to look forward to a career playthrough right after I'm done.

  • BethrynBethryn Unhappiness is Mandatory Registered User regular
    When you finish the campaign you can take all your campaign toys into the rest of the map I think.

    Career mode is specifically about starting fresh and possibly trying to get a good score by collecting all the Pokémechs.

    Gnome-Interruptus
  • RanlinRanlin Oh gosh Registered User regular
    edited January 7
    I think the progression will be more fun though, not being basically limited to a handful of systems.

    Opening the map up after I'm already obscenely strong is pretty meh.

    I also just got (expensive!) black market access, and am now looking at being able to buy a lot of goodies, including an annihilator.

    Edit: huh, I clear out storage to buy some stuff and then encounter my first contract with a tonnage limit per mech. Guess I'm not doing that one, I didn't know that was going to be a thing. I even held onto some good lights/mediums before to this point but I figured why bother :/

    Ranlin on
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