If you can fill in any details, please feel free to comment and let me know!!
Complete List of Rewards and Conditions:
TAG/NARC Bonus - If you have a TAG or NARC on an enemy, and someone damages it with Missiles during the duration of the effect, you get rewarded. This reward occurs only once for each enemy per match with preference going to the first to apply the TAG / NARC.
- Assault / Skirmish: 2,100 C-bills, 25 XP
- Conquest: 1,100 C-bills, 25 XP
- Assault / Skirmish: 2,100 C-bills, 25 XP
- Conquest: 1,100 C-bills, 25 XP
- Assault / Skirmish / Conquest: 6,500 C-bills, 150 XP
- Assault / Skirmish / Conquest: 6,500 C-bills, 150 XP
- Assault / Skirmish: 6,500 C-bills, (your damage) / (damage from all sources) x 150 XP
- Conquest: 3,200 C-bills, (your damage) / (damage from all sources) x 150 XP
- Assault / Skirmish: 4,300 C-bills, 50 XP
- Conquest: 2,100 C-bills, 50 XP
- Assault / Skirmish: 2,100 C-bills, 15 XP
- Conquest: 1,100 C-bills, 15 XP
- Assault: 75 XP
- Conquest: 75 XP
- Assault: 50 XP
- Conquest: 50 XP
- Assault / Skirmish: 500 C-Bills, 25 XP (per mech exposed by UAV), XX per mech targeted
- Conquest: 500 C-Bills, 25 XP (per mech exposed by UAV), XX per mech targeted
- Enemy UAV Destroyed: 500 C-Bills, 50 XP
- Assault / Skirmish: 50 C-Bills, 50 XP
- Assault / Skirmish / Conquest: 1500 C-Bills, 150 XP (per mech countered)
- All modes assist: 500 C-Bills, 25 XP (per mech assisting)
Assault / Skirmish:
- Win = 25,000 C-bills, 300 XP
- Loss = 25,000 C-bills, 100 XP
- Draw = 25,000 C-bills
- Damage = 21 C-bills x Total Damage Done
- Team Kill = -10,000 C-bills per friendly killed
- Win = 25,000 C-bills, 300 XP
- Loss = 25,000 C-bills, 100 XP
- Draw = 25,000 C-bills
- Resources = 50 C-bills x Resources Collected
- Damage = 21 C-bills x Total Damage Done
- Team Kill = -10,000 C-bills per friendly killed
Complete list of Equipment and their Functions:
TAG - A TAG will provide the following benefits;
- 25% bonus to missile clustering.
- 50% bonus to missile targeting speed.
- Lasts for 1 second per hit. Timer is refreshed after each hit.
- Target locks against TAG'ed enemies decay 50% slower
- TAG negates ECM on the targeted enemy.
- Stacks with Artemis or NARC
- TAG itself requires Line of Sight to apply bonuses. Bonuses do not require Line of Sight for Friendly Launchers.
- Only works outside 180m from ECM.
- 25% bonus to missile clustering.
- 25% bonus to to missile targeting speed.
- Maintain lock for 25% longer
- Duration is until first of the following two conditions are met; Lasts for 30 seconds per hit. Timer is refreshed after each hit. Lasts until 40 damage has been dealt to enemy from missile sources. Damage is reset per Hit.
- Stacks with TAG but not Artemis (eg 56.3% tighter cluster, 62.4% faster lock)
- Works through ECM.
- Allows all friendly mechs to target enemy regardless of Line of Sight.
- Requires 1 slot and 1 ton per LRM or SRM launcher.
- Does not apply to Streak launchers. (Bug: Currently targeting speed will improve on streaks if an Artemis enabled launcher of another type is present)
- Enables new Missile cluster pattern (33% tighter).
- 50% bonus to LRM targeting speed.
- Requires Line of Sight to target for LRM benefits to apply.(Bug: Currently doesn't require LoS)
- Stacks with TAG (eg 75% faster lock, 52% tighter cluster)
- Overwrites NARC bonuses even without Line of Sight. (Bug: Currently Stacks with NARC)
- 25% increase to the range enemies appear on radar/become target-able
- Allows targeting of shutdown enemies within 120m
- 25% increase in speed to acquiring detailed information on targeted enemy (weapon load out, mech type, damage)
- Cancels the effects of one enemy ECM within 150m
- If equipped with ECM, only sensor range and targeting bonuses apply. ECM cancelling is overwritten by the equipped ECM.
- Allies within 180m cannot be targeted/will not appear on the radar of enemies outside 200m
- Disrupts enemy targeting within 180m with partial / flickering display.
- Prevents enemy sharing targeting data if enemy is under ECM.
- Prevents all enemy missile lock acquisition under 180m.
- Each ECM can counter any other one enemy ECM instead of providing bonuses.
- ECM will be negated by a PPC hit for 4 seconds. If the ECM carrier is hit, all ECM benefits are disabled for 4 seconds. Another hit will refresh this timer.
AMS - Equipped AMS will provide the following benefits;
- AMS range is 200m.
- AMS will prioritise on missiles aimed at you but will actively target enemy missiles passing within 90m.
- AMS will only function as long as AMS ammo is available.
- AMS does 3.5 damage per second, equating to roughly 5 LRM missiles shot down from each volley. Or 2-3 missiles per SRM volley at max range.
- Nearly ineffective on SRM's under 90m.
- CASE will prevent explosion damage from propagating to adjacent sections of your Mech.
- CASE is only used after all other Hitpoints in that section have been destroyed. Therefore it does not prevent item or component destruction.
- For this reason, CASE does not assist with preventing XL engine destruction.
- CASE itself has zero HP when determining item destruction and is therefore not a target itself for Critical hits.
- Explosion damage prevented is from all internal sources such as Gauss and Ammo explosions.
- It does not prevent external sources such as splash or direct missile damage.
- Currently, CASE can only be mounted in either side Torso.
- Engine Heat Sinks - All engines are required to contain a minimum of 10 Heat Sinks to function.
- Engines below rating 250 are too small to contain all 10 Heat Sinks inside the engine, requiring the additional Heat Sinks to be installed elsewhere in the Mech.
- The first 10 equipped of either type, no matter the location, count as Engine Heat Sinks.
- A valid load out of 10 SHS starts with a base of 40 heat capacity, and 1 dissipation.
- A valid load out of 10 DHS starts with a base of 50 heat capacity, and 2 dissipation.
- For every 25 rating over 250, an engine can store an additional Heat Sink. These do not count as Engine Heat Sinks, meaning they follow standard rules below.
- Single Heat Sinks - In addition to the initial 10 Engine Heat Sinks
- Reduce heat at a rate of .1 per second
- Cost 1T and 1 critical slot
- Increase heat capacity by 1 point per Heat sink
- Have 10 hit points
- Double Heat Sinks - In addition to the initial 10 Engine Heat Sinks
- Reduce heat at a rate of .14 per second
- Cost 1T and 3 critical slots
- Increase heat capacity by 1.4 points per Heat Sink
- Have 10 hit points
So that's what I've got so far. Please treat this as a Work in progress and help fill in the blanks! Thanks for your assistance.
Thanks for reading, I hope this is helpful!
Edited by Arcturious, 06 February 2014 - 05:08 PM.