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Case Ii: The Overdue Upgrade


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#1 Daelin Wledig

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Posted 06 April 2013 - 06:08 PM

I admit, my desire to see this implemented three months ago does stem from the problems of trying to run my Founder's Hunchie with a gauss rifle and an XL engine. Still, this seems like the kind of thing that could be set up as a paid upgrade like Endo-Steel and the like (also adding on the extra half-ton to the equipment).

Don't get me wrong, I'm still loving this game and I think PGI is doing a great job. I just hope CASE II will come in the near future.

#2 Nathan Foxbane

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Posted 06 April 2013 - 06:32 PM

CASE II is not even in prototype in 3050. Do not count on getting it until well after 3060.

#3 Daelin Wledig

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Posted 06 April 2013 - 07:38 PM

Eh, PGI has admitted that they aren't sticking entirely cannon, so no real reason this can't be introduced.

That, or at least keep gauss rifles from exploding when being sneezed on.

#4 General Taskeen

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Posted 06 April 2013 - 07:41 PM

OP, I assume you are referring to the Devs saying that they would somehow make the CASE viable with XL many months ago?

#5 Daelin Wledig

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Posted 06 April 2013 - 07:49 PM

View PostGeneral Taskeen, on 06 April 2013 - 07:41 PM, said:

OP, I assume you are referring to the Devs saying that they would somehow make the CASE viable with XL many months ago?


Hah, that too.

#6 Daelin Wledig

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Posted 06 April 2013 - 07:52 PM

For that matter, put this in at the same time the game is coded so ammo can no longer be stored in the legs. I think that is a rather silly exploit, but one that's almost required to be used in order to keep a mech with an XL engine valid on the battlefield.

#7 Smk

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Posted 06 April 2013 - 08:00 PM

View PostDaelin Wledig, on 06 April 2013 - 07:52 PM, said:

For that matter, put this in at the same time the game is coded so ammo can no longer be stored in the legs. I think that is a rather silly exploit, but one that's almost required to be used in order to keep a mech with an XL engine valid on the battlefield.

It's necessary to keep any weapon that uses ammo valid. All that change would do is make any loadout that doesn't rely on energy weapons worthless. So no, lets not put that in the game.

#8 One Medic Army

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Posted 06 April 2013 - 08:04 PM

View PostDaelin Wledig, on 06 April 2013 - 07:52 PM, said:

For that matter, put this in at the same time the game is coded so ammo can no longer be stored in the legs. I think that is a rather silly exploit, but one that's almost required to be used in order to keep a mech with an XL engine valid on the battlefield.

It's not an exploit.
It's allowed in TT and it's allowed here.

If you don't like people doing it: shoot them in the legs till they explode.

#9 Belorion

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Posted 06 April 2013 - 08:05 PM

View PostDaelin Wledig, on 06 April 2013 - 07:52 PM, said:

For that matter, put this in at the same time the game is coded so ammo can no longer be stored in the legs. I think that is a rather silly exploit, but one that's almost required to be used in order to keep a mech with an XL engine valid on the battlefield.


Why in the world would they do that? If people want to take the gamble of putting ammo in their legs then more power to them.

Ammo in the legs is not an exploit, and falls perfectly within the rules of the game.

#10 LordDeathStrike

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Posted 06 April 2013 - 08:53 PM

View PostDaelin Wledig, on 06 April 2013 - 07:52 PM, said:

For that matter, put this in at the same time the game is coded so ammo can no longer be stored in the legs. I think that is a rather silly exploit, but one that's almost required to be used in order to keep a mech with an XL engine valid on the battlefield.

ammo explodes and kills you when you are legged with ammo in the legs, its not really an exploit its more or a weakness, since arm ammo wont take out your ct, but leg ammo will.

#11 Ph30nix

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Posted 06 April 2013 - 09:01 PM

View PostDaelin Wledig, on 06 April 2013 - 07:38 PM, said:

Eh, PGI has admitted that they aren't sticking entirely cannon, so no real reason this can't be introduced.

That, or at least keep gauss rifles from exploding when being sneezed on.

well in the sake of balance and real life time constraints they kinda cant. not that its a bad thing or anything as long as they arent dropping in mechs like the fefnir or blood asp before we even see the mad cat.

#12 Taemien

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Posted 06 April 2013 - 11:14 PM

View PostDaelin Wledig, on 06 April 2013 - 07:52 PM, said:

For that matter, put this in at the same time the game is coded so ammo can no longer be stored in the legs. I think that is a rather silly exploit, but one that's almost required to be used in order to keep a mech with an XL engine valid on the battlefield.


How is it an exploit?

Awesome AWS-9M
Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E
Production Year: 3050
Cost: 17,992,920 C-Bills
Battle Value: 1,812
Chassis: Unknown Standard
Power Plant: Unknown 320 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    3  ER PPCs
    1  Medium Pulse Laser
    2  Streak SRM-2s
    1  Small Pulse Laser
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment		   Type						 Rating				   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard					 122 points			    8.00
Engine:			 XL Fusion Engine			 320					  11.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:		 Double Heat Sink			 20(40)				   10.00
    Heat Sink Locations: 2 LT, 2 RT, 2 LA, 2 RA
Gyro:			   Standard											   4.00
Cockpit:		    Standard											   3.00
    Actuators:	  L: SH+UA+LA+H    R: SH+UA+LA
Armor:			  Standard Armor			   AV - 247				 15.50
													  Internal	   Armor	 
													  Structure	  Factor	
											    Head	 3		    9		
									    Center Torso	 25		   30	   
								 Center Torso (rear)				  20	   
										   L/R Torso	 17		   24	   
								    L/R Torso (rear)				  10	   
											 L/R Arm	 13		   26	   
											 L/R Leg	 17		   34	   
================================================================================
Equipment								 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Small Pulse Laser						    HD	    2		 1		 1.00
Medium Pulse Laser						   CT	    4		 1		 2.00
Streak SRM-2								 CT	    2		 1		 1.50
ER PPC									   RT	    15	    3		 7.00
ER PPC									   LT	    15	    3		 7.00
ER PPC									   RA	    15	    3		 7.00
Streak SRM-2								 LA	    2		 1		 1.50
@Streak SRM-2 (50)						   LL	    -		 1		 1.00
										    Free Critical Slots: 4


As you can see the 9M variant of the Awesome has it in the legs. That is a canon variant and you can check it in game. Its been like this since before the 1990s. The reason mechs can mount ammo in the legs is its actually mounted in the pelvis of the mech where the legs are connected. This is so it can be jettisoned easily (as per TT rules, and MW3 had this as well). The reason the pelvis doesn't count as leg hits when shot at is for balancing reasons in MWO.

Case II will make an appearance I'm sure, but not till shortly before the Fed-Com Civil War era if we ever get there.

#13 aniviron

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Posted 06 April 2013 - 11:48 PM

View PostTaemien, on 06 April 2013 - 11:14 PM, said:

As you can see the 9M variant of the Awesome has it in the legs. That is a canon variant and you can check it in game. Its been like this since before the 1990s. The reason mechs can mount ammo in the legs is its actually mounted in the pelvis of the mech where the legs are connected. This is so it can be jettisoned easily (as per TT rules, and MW3 had this as well). The reason the pelvis doesn't count as leg hits when shot at is for balancing reasons in MWO.

Case II will make an appearance I'm sure, but not till shortly before the Fed-Com Civil War era if we ever get there.


Now I want ammo jettisoning back. MW2 had it as well, and I found it quite useful there, and often find myself wishing for it in this game too. They said they might maybe implement it if they get around to it at some point, but I'd really enjoy it.

Plus, I always got a kick out of the TT description of the ammo just pouring out the back, and making a mech vulnerable to destruction if it got hit from there while the ammo came out. ;)

#14 GODzillaGSPB

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Posted 07 April 2013 - 12:13 AM

View PostDaelin Wledig, on 06 April 2013 - 07:38 PM, said:

Eh, PGI has admitted that they aren't sticking entirely cannon, so no real reason this can't be introduced.

That, or at least keep gauss rifles from exploding when being sneezed on.


Why do you think there should NOT be a drawback when running gauss + xl together? Because I think there should be and am happy it's not the go-to option. Basically you're just asking that they make the game easier for you.

You have a gauss and an xl and are therefor easy to kill. Deal with it, or change the setup.

#15 Belorion

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Posted 07 April 2013 - 03:41 AM

View Postaniviron, on 06 April 2013 - 11:48 PM, said:


Now I want ammo jettisoning back. MW2 had it as well, and I found it quite useful there, and often find myself wishing for it in this game too. They said they might maybe implement it if they get around to it at some point, but I'd really enjoy it.

Plus, I always got a kick out of the TT description of the ammo just pouring out the back, and making a mech vulnerable to destruction if it got hit from there while the ammo came out. :D


I think that was mentioned somewhere as a future enhancement.

#16 Daelin Wledig

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Posted 07 April 2013 - 04:44 AM

Seeing the responses, I decided to do some more reading up on the tabletop rules. I admit that it has been a LONG time since playing the tabletop, and what I'm recalling seemed to be a 'house ruling' issue on ammo storage.

That being said, the information provided by the you folks is very much appreciated. :-D

View PostGODzillaGSPB, on 07 April 2013 - 12:13 AM, said:

Basically you're just asking that they make the game easier for you.


If I really wanted that, I'd just play a Jager20. :-P

#17 GODzillaGSPB

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Posted 08 April 2013 - 01:28 AM

View PostDaelin Wledig, on 07 April 2013 - 04:44 AM, said:

Seeing the responses, I decided to do some more reading up on the tabletop rules. I admit that it has been a LONG time since playing the tabletop, and what I'm recalling seemed to be a 'house ruling' issue on ammo storage.

That being said, the information provided by the you folks is very much appreciated. :-D



If I really wanted that, I'd just play a Jager20. :-P


...which is a lot slower (either that or more fragile due to xl-engine), less agile and a bit bigger than the Hunchback. Ever chassis has it's pros and cons. :P

Edited by GODzillaGSPB, 08 April 2013 - 01:29 AM.


#18 Sephlock

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Posted 08 April 2013 - 01:34 AM

View Postaniviron, on 06 April 2013 - 11:48 PM, said:



Now I want ammo jettisoning back. MW2 had it as well, and I found it quite useful there, and often find myself wishing for it in this game too. They said they might maybe implement it if they get around to it at some point, but I'd really enjoy it.

Plus, I always got a kick out of the TT description of the ammo just pouring out the back, and making a mech vulnerable to destruction if it got hit from there while the ammo came out. :P


Like the big ship in Avengers :(?

Also I'd like the ability to sneak up on an enemy mech, turn around, dump my ammo at it's feet, move away a bit, and then open fire.



#19 Elizander

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Posted 08 April 2013 - 02:48 AM

Just make CASE limit maximum damage from any ammo explosion to 10 points internal or something.

#20 General Taskeen

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Posted 08 April 2013 - 06:24 AM

Here is an easier visual showing record sheets with ammo in the legs.

Posted Image

PGI adds Mechs based on the record sheets, so everything is placed according to the BT Rules. It just allows it.





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