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Pht

Member Since 01 Nov 2011
Offline Last Active May 19 2013 05:34 PM
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Posts I've Made

In Topic: Atlas Vs. Ratte (1000 Ton German Tank)

19 May 2013 - 05:34 PM

The atlas probably wins because it's armor is far superior and it's weapons are designed to penetrate the same sort of armor that it carries.

We are not certain, but the best guess we have is that a 155MM artillery or the best tank guns we have would register about 3 points of damage vs mech grade armor.

Mech armor is one of the "uber" things in the BTU.

In Topic: What Would You Like To See In Hardcore Mode?

19 May 2013 - 05:31 PM

NP man. Just keeping stuff straight. :)

In Topic: What Would You Like To See In Hardcore Mode?

19 May 2013 - 04:57 PM

View PostNikijih, on 19 May 2013 - 04:25 PM, said:

Ok and let me ask you this: how does it keep the mech upright? Through the gyros by linking to the pilot's equilibrium. Aka, it does EXACTLY what im saying it does.


Um ... you said:

Quote

Actually, thats what the NEURO in Neurohelmet is for. It connects the mech to your brain waves, and its them that are controlling the Gyros (mostly subconciously), essentially being responsible for all the micro-management of movements while the pilot only indicates the direction through joystick inputs.


This is what I was replying to. Emphasis added.

Quote

The gyroscope system is not the micromanagement point, its just a sub-macro. The micro is the neurohelmet's interface with it allowing for fine tuning. Or I guess thats just how I saw it, no point arguing semantics.


The gyroscope system doesn't handle the micromanagement of the 'mech's movements. I directly quoted from the TM source on the topic - it's the Diagnostic Interpretation (DI) computer that handles the micromanagement of the 'mech's movements.

In Topic: Command Chair - Weapon Balancing Follow Up

19 May 2013 - 04:42 PM

Paul Inouye said:

Let me clarify, this is not a change to "nerf" boating/high alpha builds/"poptarting". It's a change to put the refire rate of the PPC back in line with the rest of the large energy weapons.

Under investigation right now:
To curb boating with high alphas... we are testing a system that induces a heat scale when firing multiples of the same weapon within a specific time frame. The more weapons fired of the same type, the higher the scale climbs.


If you want to change the refire rate of the PPC why don't you ... um ... just change the recycle rate of the PPCS?

Your comments about making multiples of weapons scale hotter than just mere addition of heat: that will just push people towards mechs that can mount multiple different types of weapons that add up to a high alpha and will unduly cripple any stock builds that utilize lots of similar multiple weapons.

The only way to fix the high-alpha problem you've been having since closed beta that caused the initial double armor change and weapons tweaking - while actually respecting the lore - is to make the 'mechs handle their weapons like they do in the novels and the rest of the lore - which behavior is defined by the TT combat mechanic minus the pilot's gunnery rolls - and the math under these two mechanics is easily derived and usable.

Yes, the tt combat system set the boundaries within which the novelists are expected to stay:

http://bg.battletech...ic,26178.0.html (from Herb beas and Mike Miller. NOT my "uninformed opinion")

... and the above also addresses that the 'Mech handles the aiming chores... and the below clarifies that the hit-location tables actually represent the ultimate ability of the 'mech to get it's weapons converged under the reticule vs a mobile mech sized target:

http://bg.battletech...ic,29328.0.html (Again, also from Herb Beas.)

Having the 'Mechs actually physically aim the weapons and having the 'mechs actually calculate where to aim said weapons as represented by the (non GSR) to-hit and hit location tables won't make the game "less skillful" to play - it will make it more skillful. It will also make MWO a truly genuine MW video game in a meaningful way that no "MW" video game has been before. It will, IMO, create it's own niche and draw a fanatic longterm playerbase - just like MW1-2 did.

In Topic: What Would You Like To See In Hardcore Mode?

19 May 2013 - 03:45 PM

View PostNikijih, on 19 May 2013 - 11:36 AM, said:

Actually, thats what the NEURO in Neurohelmet is for. It connects the mech to your brain waves, and its them that are controlling the Gyros (mostly subconciously), essentially being responsible for all the micro-management of movements while the pilot only indicates the direction through joystick inputs. Even that can be cirvumvented with proper equipment (Justin Xiang Allard's Yen-Lo-Wang was piloted partially through a neural interface since the pilot has no left arm). In essence, the mech IS an extention of your body.


Um... in short ... NO. The neurohelmet does not do what you're saying here.

It's 99% for keeping the 'Mech upright. The other 1% doesn't do what you're saying here.

As for the micro-managed movements, the NH doesn't do that. The mech actually doese these things.

Oh, and the 'Mech is not turned by the joysticks. The foot pedals control what direction you're going.

Exactly how torso twisting is done is open to some debate; nothing authoritative on this has been published.

Source for the above comments: http://mwomercs.com/...y-an-education/

Particularly the Neurohelmet, computers, and cockpit/controls sections.

Essentially, the pilot keeps the 'Mech upright (no small task, and the 'mech actually can't do this), directs it where to go, and directs it what mode to use. A more skillful mech pilot is one who understands how his 'mech can achieve these things and how to help it do these things successfully.

TechManual pg 42-3 said:

BattleMechs are very capable and smart robots, with most of their intelligence embodied in the DI computer network. But they are not truly autonomous. Partly because they have so much firepower and could cause so much destruction if something went wrong, virtually all of the higher decisions are left in the hands of MechWarriors. MechWarriors decide when the BattleMech moves, where the BattleMech moves to and whom the BattleMech shoots.

....

Speaking of movement, this is another task that the BattleMech sweats over.

...

Each footstep is chosen to compensate for outside forces and in anticipation of the terrain as best possible, which the DI computer carefully observes through a BattleMech’s many sensors. BattleMechs will also attempt to move their limbs and torso to avoid collisions with terrain, like trees. The nimble twists of a light BattleMech slipping through a forest are not merely the action of a talented MechWarrior, but the ’Mech’s own DI computer attempting to avoid the trees.


http://www.battlecor...roducts_id=1876