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Benefit To Open/close Missile Doors On Stalker?


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#1 asdbnmrty

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Posted 23 January 2013 - 11:40 PM

I'm running my stalker with 4 artemis SRM-6 and have them all in the same firing group. I noticed that when I fire all 4 (the weapon group) with the missile doors closed, they fire 2 volleys of one immediate and one delayed. If I have the missile doors open, it fires all 4 in a single volley.

I suspected that it might have something to do with missile spread. I figured that the 2 volley burst with missile doors closed would have a tighter spread then with all 4 at the same time when missile doors were open. I tested this and saw no noticeable spread difference. Could this be because I have artemis systems on my SRM-6s? Or will the spread not be effected regardless?

If the spread isn't effected by artemis, wouldn't it make more sense to just shoot all 4 SRM-6 at the same time? Why would there be any other reason to spread it out between 2 volleys other then increased suppression (rocking cockpit when enemy mech gets hit)? If suppression is the only reason, is it really worth the risk of missing the 2ed volley?

#2 Hakkukakt

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Posted 24 January 2013 - 03:41 AM

hello

hum i drive stalker too ....

if you look on the design, you can see that the stalker have :

- 2 missiles slot on the mobile shoulder => with doors => so take delay because need to open the door before firing
- 2 missiles slot directly on right/left of the cockpit => without doors => no delay before firing

cqfd ^^

#3 Greers

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Posted 24 January 2013 - 05:20 AM

Closed Door: +10% Armor on that body-part + firing delay
Open door: Normal armor and no delay

#4 l33tworks

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Posted 24 January 2013 - 05:24 AM

How do you know when the doors are open and when they are closed though?

#5 Booran

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Posted 24 January 2013 - 05:30 AM

There's a small light in the cockpit frame, yellow for closed and green for open. Though it's not very bright and hard to see in the heated battle.

#6 ParasiteX

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Posted 24 January 2013 - 05:30 AM

View Postl33tworks, on 24 January 2013 - 05:24 AM, said:

How do you know when the doors are open and when they are closed though?


There should be a little light indicator, in the cockpit. That tells you if they are open or not.

The light indicator on the Centurion for instance, is located to the left of the main cockpit window.

#7 Tarman

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Posted 24 January 2013 - 05:32 AM

View Postl33tworks, on 24 January 2013 - 05:24 AM, said:

How do you know when the doors are open and when they are closed though?


Should be an indicator light in your cockpit somewares, the colour changes when you toggle your door switch.

#8 Endrick

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Posted 24 January 2013 - 05:32 AM

In the Stalker, the door open indicators are on the vertical pillars of the window with yellow/black striped lines around it.

#9 l33tworks

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Posted 24 January 2013 - 05:52 AM

ok thanks. I was looking for it in the catapult but couldn't find it

#10 Lil Cthulhu

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Posted 24 January 2013 - 06:21 AM

It's really hard to miss the ones on the catapult, they're right in front of your face on the cockpit frame.

#11 Gregore

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Posted 24 January 2013 - 06:26 AM

The best part about that light is if you are colourblind you cannot tell the difference between yellow and green.

#12 John MatriX82

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Posted 24 January 2013 - 06:34 AM

If you use LRMs then it doesn't bother too much keeping them opened, but at the same time risk of getting damaged it's less impellent so I tend to leave them opened.

When I go brawling with SRMS i try to keep them opened to fire at once them all together with the torso launchers, and close bays when i know to have an enemy on my flank to absorb that little bit of damage.

#13 Nightfangs

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Posted 24 January 2013 - 06:39 AM

You should know that with the standard FOV, you can't see the indicator lights in the stalker.
You have to use the "free look mode" and look slightly to the side... it's really stupid.

#14 RedDragon

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Posted 24 January 2013 - 08:13 AM

View PostGreers, on 24 January 2013 - 05:20 AM, said:

Closed Door: +10% Armor on that body-part + firing delay
Open door: Normal armor and no delay

I always wondered how that actually works... if you get hit with the doors closed and open them afterwards, how does the 10% more armor contribute? Or have the doors a fixed amount of armor? In this case, what happens when all normal armor is gone and you close the door? Do you "get back" some armor, even if you already may have taken some crits in that section?

#15 Thomas Dziegielewski

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Posted 24 January 2013 - 08:28 AM

It's not 10% extra armor, it's 10% damage resistance for that component.

That includes damage from weapon fire and other sources like ammo explosions.

#16 RedDragon

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Posted 24 January 2013 - 09:11 AM

View PostThomas Dziegielewski, on 24 January 2013 - 08:28 AM, said:

It's not 10% extra armor, it's 10% damage resistance for that component.

That includes damage from weapon fire and other sources like ammo explosions.

Ah, thanks Thomas. That means you generally receive 10% less damage in that compartment as long as the door is closed, I guess.

#17 LaserAngel

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Posted 24 January 2013 - 03:14 PM

View PostThomas Dziegielewski, on 24 January 2013 - 08:28 AM, said:

It's not 10% extra armor, it's 10% damage resistance for that component.

That includes damage from weapon fire and other sources like ammo explosions.
Additional resistance when closed or just back down to the standard 0% like any other component?

#18 MCXL

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Posted 26 January 2013 - 08:17 AM

View PostThomas Dziegielewski, on 24 January 2013 - 08:28 AM, said:

It's not 10% extra armor, it's 10% damage resistance for that component.

That includes damage from weapon fire and other sources like ammo explosions.


I get the idea behind this decision, but it seems like the wrong way to go. Why isn't it a 10% increase in damage when the doors are open. As it is, the Yen Lo Wang has a less durable left torso than all the other variants, even though it has fixed non moving armor. Why would the doors be made out of some magic material that somehow is STRONGER that normal armor.

Adding to this is the internal damage remark: I am guessing that it is simply an artifact of how the game calculates damage, and its a smaller concern I admit, but having your door closed isn't going to make an explosion in your house less catastrophic, it will make it more so.

Changing it in the other direction makes it so that leaving the doors open is a risk, leaving the game play similar.

#19 Khobai

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Posted 26 January 2013 - 09:16 AM

if you get shot in your missile bays when the doors are open your ammo should explode.

#20 Tarman

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Posted 26 January 2013 - 11:12 AM

View PostKhobai, on 26 January 2013 - 09:16 AM, said:

if you get shot in your missile bays when the doors are open your ammo should explode.


It's an armour bonus tradeoff for the annoyance of having them closed, not an armour penalty for losing them (since you can't get your doors blown off) or having them open. Gameplay wise it's better like it is. Otherwise a mech with non-door launchers would get a pointless weakness.





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