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Interesting Things You Learn In The Testing Grounds


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#41 Slashmckill

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Posted 06 March 2013 - 05:04 AM

View PostShadowDrake05, on 05 March 2013 - 09:11 PM, said:


Yeah all of the head hitbox stuff makes me seriously consider dropping the head armor out of my setups. Most mechs have miniscule head hitboxes in this game. In MPBT 3025 (a game I feel did a lot right even though it didn't last long - also as a precursor I have absolutely 0 TT experience so take this for what it's worth). If I were looking anywhere to save a little bit of weight to squeeze one more component on, removing head armor seems like a safer bet than leg armor a lot of the time depending on the mech.

Catapults excluded because they have massive head hitboxes... always max it out there I'd imagine.

Edit: To add - how many times have you died where head armor was stripped off? For me the number is near zero (Raven, CTF primarily)


Yeah, certain mechs i thought had much larger hit-boxs for their cockpit, like the cicada, only the front part of the window hits the cockpit.

And as to how many times i have died to headshots? exactly twice. First time was before Elo, that pilot was pretty damn good, and the second time was after elo by some 6 ppc boating scrub who got lucky. (still haven't played that much since elo so i still have to ascend Mt. Tryhard)

Edited by Slashmckill, 06 March 2013 - 05:07 AM.


#42 Dr Killinger

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Posted 06 March 2013 - 05:10 AM

Took out an Awesome with 7 LRM10 shots. If only players would stand that still :)

#43 OneEyed Jack

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Posted 06 March 2013 - 05:11 AM

View PostYoseful Mallad, on 05 March 2013 - 05:22 PM, said:

i also killed a Awesome on river city with an XL. hit it with 2 LRM 20s in the center and left torso with Artemis and he dropped quick. LRMs are really packed tight with Artemis.

LRMs seem buggy. They're definitely concentrating more on motionless targets, but don't seem to be very good against fast targets. I hit a Commando in live with at least 6 volleys of 60 LRMs with Arti, at least 2 of them while in LOS (so I saw the hits and Arti should have worked) and it was still running. But I've hit assaults standing still and cracked their torso open in 1 volley. In the training grounds I was 1-shotting every mech with 4xLRM14, but when I switched to chain fire, it took me 8 shots to kill a Cent.

I also noticed that the new Artemis flight pattern stretches out the missiles, so fewer volleys doesn't look like it will have the same benefit against AMS as previously. In my Stalker a shot that fired in 3 volleys would stretch out and hit in 3 waves. If it shot in only 2 volleys, it would hit in 2 waves, but they'd have a space between them the size of a third (middle) wave. If I fired everything, a combination of 2- and 3-volley shots, it would stretch out he whole pattern and hit in 4 waves. Have not played with single volley launchers or non-Arti, yet.

#44 RapierE01

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Posted 06 March 2013 - 05:20 AM

Interessting is if you fire at the rest of a destroyed arm (the cable bundle) you damage the opposite Arm. First the armor than the internals go. Tested on a Awesome and a Atlas on Forrest

#45 MustrumRidcully

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Posted 06 March 2013 - 05:29 AM

PPCs seemed to be not very.. accurate. Actually hitting the head hit box for example seemed barely possible.

#46 NitroBurst

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Posted 06 March 2013 - 05:29 AM

View PostOneEyed Jack, on 06 March 2013 - 05:11 AM, said:

LRMs seem buggy. They're definitely concentrating more on motionless targets, but don't seem to be very good against fast targets. I hit a Commando in live with at least 6 volleys of 60 LRMs with Arti, at least 2 of them while in LOS (so I saw the hits and Arti should have worked) and it was still running.

That one in particular seems to be fine in my book. Sounds like what should be going on (even Artemis isn't a guarantee that it will hit a target, specially a fast moving one). Light mechs = faster speed = less efficient tracking from missiles with or w/o Artemis FCS.

#47 Aym

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Posted 06 March 2013 - 05:33 AM

View PostMustrumRidcully, on 06 March 2013 - 05:29 AM, said:

PPCs seemed to be not very.. accurate. Actually hitting the head hit box for example seemed barely possible.

They splash abit and the closer the target the less they converge, so the greater the splash. It is probably not splash, just projectile volume, but I've found headshotting isn't too hard from outside of 120m or so on most mechs.

#48 NitroBurst

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Posted 06 March 2013 - 05:33 AM

What I would really like to see available in TGrounds is the full overhead view of the map we have available in regular games. I don't know if it's a bug or if it's disabled completely but I cannot say to myself "I haven't really explored that area" w/o knowing where I am in regards to the rest of the map. I tried it yesterday and pressed the "B" key but nothing happened.

#49 SgtMagor

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Posted 06 March 2013 - 05:37 AM

funny thing is on training ground, fired a 1 shot burst of lrm20, at a Commando blew up and fell down the second the missle hit. but I was firing 4 or 5 volleys at light mechs in games last night and I was lucky if it did 10 points of damage. new fix for missiles seem to be a problem?

Edited by SgtMagor, 06 March 2013 - 05:38 AM.


#50 Chuff

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Posted 06 March 2013 - 05:44 AM

With the recent heat changes to PPC's I thought I'd give them a whirl

On training ground last night I sat nailing an atlas with 2 x ERPPC's and was so incredibly underwhelmed by their damage output I instantly removed them

#51 Esplodin

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Posted 06 March 2013 - 06:28 AM

Took my 4 MG spider out for a stroll in Frozen City night with 8000 rounds. Walked up to each mech to 20m or less (terrain depending) and aimed solely for the cockpit, and only the cockpit.
  • At 20m, where the cone is very compact, there is splash damage to CT in many cases.
  • Training Grounds don't show up in stats
  • Total time on target was 3 and 1/3 minutes
  • 7952 rounds expended
Conclusion: You could buff this MG boat ( lol ) by tripling the damage and it would still be underwhelming.

#52 Badgerpants

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Posted 06 March 2013 - 06:55 AM

LRM's with Artemis are devastating, IF your target is standing still. Commando, 2xLRM 15's + Artemis, 1 salvo front on, Atlas from same mech, 4 salvo's front on.

Was so surprised to see that commando just evaporate though, Plus the new LRM cluster without Artemis is very nice as well. Last but not least Artemis doesn't seem worth it on my Jenner with just one SRM4.

So, lessons learned, Don't stand still under LRM barrage regardless of what is shooting you, LRM's work great with Artemis, SRMm's not so much. Plus Alpine peaks is frikk'n HUGE!

#53 Slashmckill

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Posted 06 March 2013 - 07:11 AM

I'am just going to add here that the mechs in the training grounds are stock models, the reason some people are experiencing certain mechs surviving longer in real games in most likely because 1) most stock mechs don't normally have maximum armor and 2) hitting certain parts of mechs are much much harder to hit when they are in movement, especially light mechs.

(just wanted to add this information to people that might not be aware of those facts since i did see some confusion in here.)

Anyway back to cataloging the exact internal structure of various mech weight classes.

#54 Joe Mallad

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Posted 06 March 2013 - 07:16 AM

View PostSlashmckill, on 05 March 2013 - 06:22 PM, said:

I've also found that the hit-box of the phracts cockpit is actually smaller than the atlas'. Gotta hit the glass dead center on the front rectangular cockpit window otherwise it's all ct. That and also the cockpit hit-box of the awesome is anyplace that shows glass.
not in my testing. I used lasers and as long as I hit anywhere on the front facing center glass piece, I did head shot damage.

The Catapult one other hand for sure has the largest hit box. The center glass and the 2 pieces on either side of that center piece are considered the head. This explains why it's so easy to get a head hit on a Cat from the side too.

#55 Slashmckill

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Posted 06 March 2013 - 07:38 AM

View PostYoseful Mallad, on 06 March 2013 - 07:16 AM, said:

not in my testing. I used lasers and as long as I hit anywhere on the front facing center glass piece, I did head shot damage.

The Catapult one other hand for sure has the largest hit box. The center glass and the 2 pieces on either side of that center piece are considered the head. This explains why it's so easy to get a head hit on a Cat from the side too.


You know what, it might be because i'am using small lasers, the tiny size of the beam might be why i'am seeing smaller more accurate hit-boxes. Larger weapons produce larger cylidrical blasts don't they? (didn't someone else say that they were hitting multiple parts of a mech with their ppc blast?)

Edited by Slashmckill, 06 March 2013 - 07:39 AM.


#56 Visyac Cephias

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Posted 06 March 2013 - 09:04 AM

Maybe it's nothing new, But I learned from Training ground that the Treb fires missiles from it's right arm in single missile volleys. That means that SRM-6's are fired one at a time and can be controlled by changing the arm direction. Is very handy to have a continuous stream I have control over, as opposed to the swarm of bees it normal functions as.

#57 Mr 144

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Posted 06 March 2013 - 09:39 AM

Test all ya want...

Head= 15 internal +18 armor = 33 'headshot'
Cat's Ear = 40 armor + 20 internal = 60 to de-ear

Just sayin :wub:

Mr 144

#58 Khobai

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Posted 06 March 2013 - 10:05 AM

I also found out I can kill a stock Atlas in one or two volleys of LRMs+Artemis. That's how absurd LRMs are now that they all hit center torso. LRMs are even more unbalanced now than they were during LRM week. Atlases can't tank anything at all anymore.

So basically were back to 6 months ago with weapon balance...

Edited by Khobai, 06 March 2013 - 10:07 AM.


#59 MustrumRidcully

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Posted 06 March 2013 - 10:29 AM

Flamers are weird.

I tried a 3 MG, 3 Flamer Hunchback to see how terrible these weapons really are.

What I found weird was - the moment I fired the 3 FLamers, my heat jumped up to 25 %. And then nothing happened for a while, and than it climbed again. When I fire just one Flamer, it jumps to 1 %. If I fired 2,it jumped to 13 %.
Shouldn't I gain heat at a more constant rate?

I had 11 DHS, Heat Containment and Coolrun. Not doubled yet.

#60 Infinite1

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Posted 06 March 2013 - 10:30 AM

The training grounds give you an idea of where the weakspots are, but as others mentionied, things like ammo exploded aren't calculated in.

Edited by Infinite1, 06 March 2013 - 10:30 AM.






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