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Interesting Things You Learn In The Testing Grounds
#61
Posted 06 March 2013 - 10:34 AM
#62
Posted 06 March 2013 - 10:44 AM
19.4 seconds to destroy a CDA-2A side torso and its medium laser with a single medium laser.
23.5 seconds to destroy a CDA-2A side torso and its medium laser with 4 MGs. The Medium Laser alone went at around 12 seconds, IIRC.
41.2 seconds to destroy a CPLT-A1 arm and the LRM15 inside it with a single medium laser.
36.3 seconds to destroy a CPLT-A1 LRM15 inside an arm and 49.4 seconds to destroy the arm with 4 MGs.
#63
Posted 06 March 2013 - 12:00 PM
Khobai, on 06 March 2013 - 10:05 AM, said:
I don't think it's just LRM, SRM has a similar issue, and it doesn't look to be base damage related.
Basically it's just inconsistent. There are times when a single volley will crumple a Commando, and there are times when the Commando will weather quite a bit of missiles before dying. Same goes for an Atlas; there are times when it just soak ammo (in Testing Grounds), and then there's the magic "24 SRMs to the rear" kill.
My suspicion is that once the missiles (LRM or SRM) gets past armour, the chance of each missile being able to cause a critical is a bit on the high side. Against the stock 7D in the Testing Grounds, I'm getting more consistency by breaching the side torsos and swarming the area with missiles and hope for an ammo ex. The 7D is an ammo dump with no CASE, so it tends to die spectacularly.
Infinite1, on 06 March 2013 - 10:30 AM, said:
Uh no. Ammo Ex are still in. I've posted up a video earlier in this thread where 24 SRMs to the rear of an Atlas melted it down. No way could that could have cause that much damage outside of an Ammo Ex.
#64
Posted 06 March 2013 - 12:08 PM
Also, the Testing Grounds is a great place to learn different cockpit hitboxes. The Cataphract was surprising, the Awesome less so. It and the Cicada both have really thin cockpit view screens which makes them much harder to head shot than anticipated. Catapults are still very vulnerable. Haven't paid much attention to the others yet.
#65
Posted 06 March 2013 - 12:18 PM
#66
Posted 06 March 2013 - 12:26 PM
#67
Posted 06 March 2013 - 12:28 PM
#68
Posted 06 March 2013 - 12:31 PM
Nathan Foxbane, on 06 March 2013 - 12:28 PM, said:
#69
Posted 06 March 2013 - 12:32 PM
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
#71
Posted 06 March 2013 - 12:35 PM
Would help if my cat was taller
Edited by Lucifer Sunsoar, 06 March 2013 - 12:36 PM.
#72
Posted 06 March 2013 - 12:43 PM
I could not hit the awesome head hitbox at night from multiple ranges (50m-300m), unless I splashed across it with the arm lasers in my x-5 /shame
be nice if targets had options (live fire, stationary) dropping with groups could be a new game mode.
Friendly fire on training maps would be hilarious.
#75
Posted 06 March 2013 - 01:46 PM
#76
Posted 06 March 2013 - 02:09 PM
Yoseful Mallad, on 05 March 2013 - 04:54 PM, said:
I also have confirmed that a mech's head does indeed take 36 points of damage to kill. 18 to strip the armor and 18 internal.
Perhaps TT?
![Posted Image](http://i.imgur.com/IschAtf.jpg)
#77
Posted 06 March 2013 - 02:20 PM
Nuds, on 06 March 2013 - 10:34 AM, said:
You've learned you're using an unbalanced build is what you mean to say.
#78
Posted 06 March 2013 - 02:34 PM
MustrumRidcully, on 06 March 2013 - 10:29 AM, said:
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.
Just an FYI:
When firing a flamer, they increase the "environment" temperature. Think as if you were in Forest Colony, but when firing a few flamers, you are now playing in Cauldar.
As flamers are fired, they slowly build heat production. I am not sure the number but I would venture to guess that it is like -0.2 dissipation per second ^ 2. Thus, if you fired 2 flamers for 1s, it would produce 0.4 heat. And if you have 1.0 dissipation (10 SHS), you would never see your heat increase beyond the environment base heat. If you fired 5 flamers for 5s, this would produce 1.0 + 2.0 + 3.0 + 4.0 + 5.0 = 15 heat. Thus, if your dissipation was 1.0 (10 SHS), it would have produced 10 total heat on your mech.
So, flamers have two ways they add heat. First is the initial increase of environment heat (the immediate jump) and second is the slow acceleration of heat as they are fired.
Edited by Zyllos, 06 March 2013 - 02:34 PM.
#79
Posted 06 March 2013 - 02:49 PM
Oh, and the Testing Grounds are the best thing to happen to MWO ... ever. This great post of useful and productive chatter is amazin'!
![:lol:](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
#80
Posted 06 March 2013 - 03:05 PM
Slashmckill, on 06 March 2013 - 05:04 AM, said:
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)
I don't think I've ever died to one (~200 matches) and I've only got one headshot kill on a guy in a catapult happened to be standing on lower ground, so easy to hit the head like that. Time to remove head armor completely for a few matches and see how it goes!
Edited by ShadowDrake05, 06 March 2013 - 03:06 PM.
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