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Strum Wealh

Member Since 11 Nov 2011
Offline Last Active Today, 05:49 PM
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Topics I've Started

Suggestion/proposal Regarding The Modification And Expansion Of The Lb-X Autocannon Family

19 February 2013 - 03:16 PM

I'd like to present an idea that I've been mulling over for some time now.

We know from Ask the Devs 10 that there are plans for the LB-X family to be able to fire "slug rounds" (really more similar to standard/HEAP shells than actual shotgun slugs) as well as the shotshell-like "cluster rounds" seen currently.

In BattleTech, the number assigned to a particular LB-X denoted both the damage per slug round as well as the number of sub-munitions (at 1 unit of damage each) within each cluster round (e.g. an LB 2-X cluster round held only 2 sub-munitions while an LB 20-X cluster round held 20 sub-munitions).

With this in mind (and knowing that the Clan scourge will soon be upon us, with the full range of LB-X ACs available to them), I submit the following proposal for review, commentary, and consideration:
  • For each LB "n"-X AC, slug rounds would deliver "n" damage per round out to the appropriate effective range, with the appropriate drop-off to the appropriate maximum range.
  • For each LB "n"-X AC, the cool-down and number of rounds per ton (for both munition types) would be identical to that of the same-class standard AC/"n".
  • For each LB "n"-X AC, the number of sub-munitions in each cluster round would be 10, with each sub-munition dealing "n"/10 damage against external armor, "n"/5 damage against internal structure ("internal armor"), and "n"/2 damage against internal components (weapons and equipment). As the sub-munitions could be explosive in nature (more like grenades or missile warheads than simple pellets), their individual damage does not decrease with range.
  • For each LB "n"-X AC, the spread of the sub-munitions would be set such that a stationary Hunchback-sized target positioned at the weapon's effective range would be hit with approximately 60% of a shell's sub-munitions, with the number that are likely to strike the target increasing as distance-to-target decreases (and vice versa).
Example 1:
An IS LB 10-X would have an effective range of 540 meters, an ammunition capacity of 15 rounds per ton (for both munition types), and a cool-down of 2.5 seconds.
It would be able to fire a slug round that applies 10 units of damage against a target up to a range of 540 meters, falling off linearly to 0 damage at 1620 meters.
It would also be able to fire a cluster round where each of the 10 sub-munitions applies 1 unit of damage against the target's armor (or 2 units of damage against the target's internal structure or 5 units of damage against the target's exposed weapons and equipment), with approximately 6 of those sub-munitions being expected to strike a stationary, Hunchback-sized target at 540 meters.

Example 2:
A Clan LB 2-X (the shorter-ranged IS version is not available until 3058) would have an effective range of 900 meters, an ammunition capacity of 75 rounds per ton (for both munition types), and a cool-down of 0.7 seconds (or whatever it is for the AC/2 nowadays).
It would be able to fire a slug round that applies 2 units of damage against a target up to a range of 900 meters, falling off linearly to 0 damage at 2700 meters.
It would also be able to fire a cluster round where each of the 10 sub-munitions applies 0.2 units of damage against the target's armor (or 0.4 units of damage against the target's internal structure or 1 unit of damage against the target's exposed weapons and equipment), with approximately 6 of those sub-munitions being expected to strike a stationary, Hunchback-sized target at 900 meters.

Example 3:
A LB 20-X (both tech bases; the IS version is not available until 3058) would have an effective range of 360 meters, an ammunition capacity of 7 rounds per ton (for both munition types), and a cool-down of 4.0 seconds.
It would be able to fire a slug round that applies 20 units of damage against a target up to a range of 360 meters, falling off linearly to 0 damage at 1080 meters.
It would also be able to fire a cluster round where each of the 10 sub-munitions applies 2 units of damage against the target's armor (or 4 units of damage against the target's internal structure or 10 units of damage against the target's exposed weapons and equipment), with approximately 6 of those sub-munitions being expected to strike a stationary, Hunchback-sized target at 360 meters.

The goal of this suggestion/proposal is to incentivise equipping both ammo types when equipping an LB-X autocannon - standard/slug rounds would be useful for defeating enemy armor (as they would function identically to standard AC rounds), whole cluster rounds would be simultaneously more effective than standard/slug rounds in savaging enemy internal structure and equipment (doe to the increased damage by the sub-munitions against those areas) and less effective than standard/slug rounds against armor (due to the cluster rounds generally spreading across the opponent's surface rather than concentrating damage, as well as the lack of bonus damage against armor).

Your thoughts?

Most Favored And Despised First Princes

10 February 2013 - 03:21 PM

Inspired by the recent ISN post regarding the supposed dalliances of long-ago First Prince Richard Davion:

Who are the most popular (from any point in the BattleTech/Mechwarrior timeline) First Princes (women who are the FedSuns' head-of-state are still titled "First Prince", being the First Prince is included with being an "Archon-Prince", and both the "Prime Ministers of New Avalon" and the "Presidents of the Federated Suns" are being included under the heading despite actually predating the use of the "First Prince" title) among MWO's players, and for what reasons?

Who are the least popular, or even outright most despised, First Princes (again, from any point in the BattleTech/Mechwarrior timeline) among MWO's players, and for what reasons?

Discussion Regarding The Potential Capabilities Of The Command Console

06 February 2013 - 04:28 PM

Note: this is an offshoot of a discussion started in the "Balancing ECM with Modules" thread (of which the opening post is a good and interesting read ;)), and was split off in order to heep that thread more on-topic.

First, a bit of background:
The Command Console (also called the Cockpit Command Console, and not to be confused with the Dual Cockpit Combat System or MWO's BattleMap/BattleGrid) is an electronic system described in Tactical Operations (one of the current BattleTech rulebooks) and associated with "command 'Mechs" like the AS7-D-DC Atlas, ON1-V-DC Orion, AWS-9Ma Awesome, and others.
It was lost to the IS around 2850, and recovered around 3030.

The device is generally found on Heavy and Assault 'Mechs (as there are mechanical benefits for doing so in BattleTech, and "to receive this benefit, however, the Command Console unit must be of the heavy or assault weight classes and feature Advanced Fire Control (which is an optional system on non-military units such as IndustrialMechs and Support Vehicles, but is incorporated automatically on all BattleMechs, Combat Vehicles, and Fighters)").

The system itself weighs three (3) tons and consumes one (1) critical space (normally, the one in the head of a 'Mech; "Cockpit Command Consoles must always be placed in the same location as the primary cockpit (usually the head of a ’Mech or the body of a vehicle)").

Due to its nature ("Actually little more than a second cockpit mounted behind the main console, the Cockpit Command Console allows a high-level commander to focus on “real time” strategy in the field, while largely leaving a unit’s operation to its pilot"), their focus on personal achievements and personal glory, and their nototious use of cramped and spartan cockpit setups, the Clans generally do not make use of Command Consoles.

So, what does the Command Console actually do in BattleTech?
-- It adds an initiative modifier for the player (likely having little/no bearing on MWO).
-- In certain situations (e.g. a critical hit against the primary cockpit), it can function as a sort of "extra life" for the 'Mech in question (again, likely having little/no bearing on MWO).
-- It can generate Ghost Targets (that is, sensor ghosts and false radar returns) within a 180 meter radius of the Console.
-- It can locate and establish an uplink with friendly or neutral satellites in orbit around the planet in question (assuming said satellites are above the area inhabited by the Console). There are a number of satellite types available, including:
  • Communications: allows for "a comprehensive coordination of overlapping lines of fire"; increases [accuracy at] effective range (by expanding the "long" range bracket) by ~30 meters (1 hex)
  • Resource: allows for "long-term ground-penetrating imagery comparisons" of terrain; improves knowledge of terrain features (geysers, sinkholes, hot spots, and so on)
  • Navigation: allows for the "ability to find the optimal path through the terrain based on detailed images"; slight speed boost (+1 MP for some units) across certain paths
  • Military: allows for the ability to detect minefields, as well as to detonate enemy-controlled, command/remote-detonated minefields
  • Scientific: allows for map-wide ECCM (ECM Counter Mode) effects or map-wide Ghost Target generation effects, but not both
  • Weather: allows for partial negation of weather effects against the unit's sensors and those of its allies
-- It can link to and monitor up to four (4) remote sensors deployed by a friendly unit from a distance of up to 2010 meters (67 hexes).
-- Unless using the SciSat ECCM ability against a single ECM Suite, an ECM suite can cut off a Command Console from satellites, remote sensors, and allied units (in much the same way as ECM would disrupt a C3 network).

---------------

So, the discussion: what are people's opinions as to what the Command Console could/should be able to do in MWO?

Personally, I feel that one thing it can/should do is be the means to expand the functionality of the BattleMap/BattleGrid by allowing one to become the Company Commander (as the eventual 12 'Mechs for 12v12 represents an IS Company), and allow for additional features (like calling in scouting/surveillance UAVs, air strikes, and "off-board" artillery strikes).

I am also of the opinion that the Command Console should have both its Ghost Target generation capability, as well as its Remote Sensor capability (as the PC Gamer article did mention "dropped-off detectors").

However, I think that one of the more interesting issues that the Console could face is how (and if) the satellite link and the various related abilities (especially the ECCM - how powerful it should be and whether or not it should remain map-wide) could/would be implemented.

Your thoughts?

Presenting: The Dakkaspider!

30 November 2012 - 02:12 PM

So, we know from Ask the Devs 19 that one of the planned variants for the Spider is the SDR-5K, which will have at least one Ballistic hardpoint in each arm.

So, going off of the minimum required hardpoints for the -5K (1 Ballistic in each arm, 1 Energy in the CT), I bring you the Davionized (because the AFFS loves its ACs ;)) -5K... henceforth known as "the DakkaSpider"!

Chassis: Spider
Variant: SDR-5K
tonnage: 30.00

Engine: 180 XL
Cruising Speed: 65 kph
Maximum Speed: 97 kph
Jump Jets: 2

Heat Sinks: 10 Standard
Structure: Endo Steel
Armor: Ferro-Fibrous (108 pts)
x2 CASE (LT, RT)

x2 AC/2 (RA, LA) w/ x2 AC/2 ammo (RA, LA)
x1 Medium Laser** (CT)

**may be substituted for one Small Pulse Laser, or two Small Lasers if there are more Energy hardpoints

Your thoughts?

*sigh*
And, yes, one could strip the weapons and Jump Jets, and mount a Gauss Rifle to create a "GaussSpider"... :rolleyes:

Announced 'Mechs: Units and Insignia/Emblems

17 October 2012 - 07:44 PM

As of June 04, 2013, we have 21 'Mechs announced, with the following insignia:

01: Jenner - Ghost Regiment (1st-3rd, 7th-12th) or generic Draconis Combine emblem
02: Atlas - no insignia
03: Hunchback - generic Federated Suns emblem
04: Dragon - no insignia
05: Catapult - 4th Tau Ceti Rangers
06: Centurion - 39th Avalon Hussars
07: Commando - 10th Lyran Regulars
08: Awesome - 1st Regulan Hussars
09: Raven - 1st Crucis Lancers
10: Cicada - 3rd Hussars
11: Cataphract - Waco Rangers
12: Stalker - Grim Determination
13: Trebuchet - 17th Donegal Guards
14: JagerMech - Simonson's Cutthroats
15: Spider - Black Omen
16: Flea - 2nd Night Stalkers
17: Highlander - Hansen's Roughriders
18: Blackjack - 4th Deneb Light Cavalry
19: Orion - 15th Marik Militia
20: Victor - Davion Heavy Guards RCT
21: Quickdraw - Warrior House Lu Sann

Federated Suns (House Davion): 5
Draconis Combine (House Kurita): 2
Capellan Confederation (House Liao): 2
Free Worlds League (House Marik): 2
Lyran Commonwealth (House Steiner): 2
Free Rasalhague Republic: 1
Mercenaries: 5
Lone Wolves, no emblem/insignia: 2

Your thoughts?

(I currently intend to try to keep this updated, at least until the official release of MechWarrior Online.)