Physically, the main skill is the use of a joystick to
indicate and track the desired target
that one wants their 'Mech to try and hit, and the ability to pull trigger(s) exactly when necessary without disturbing one's aim. The joystick controls a firing reticule which is displayed on the main HUD in the cockpit. BTU 'Mechs are, by design,
not allowed to target or track anything with the reticule or choose to shoot any weapon! Minor physical skills consist of the use of mode switches and, for example, configuring Target Interlock Circuits on the fly.
The three most important Mental gunnery skills are:
Knowing how the internal heat levels in your 'Mech will
affect it's ability to aim, knowing
if your 'Mech can make the shot you're indicating to it, and
if you think it can make the shot, how long to let
your 'Mech's Targeting and Tracking (T&T) computers calculate lead (weapons convergence) in order to hit the target being indicated and tracked by you. The decision on when to shoot or not shoot and
how long let your T&T work on "a fix" is affected by other factors, which a
good MechWarrior will take into account.
These factors consist of:
Choosing what weapons should be fired based on their rated battlefield ranges in relation to the distance to the target;
Knowing how the varying environmental and terrain types your 'Mech or a target is in will
affect your 'Mech's ability to make the shot;
Choosing when to shoot based upon the target's behavior, for example, waiting until the target is relatively "still" enough in relation to your 'Mech's firing arc
so that your 'Mech has an easier time making the shot;
Choosing what sort of movement you will be engaging in while
asking your 'Mech to make a shot, for example, standing still while shooting, or running and shooting;
Choosing what types of weapons to fire based on their differing performance parameters
i.e. ACs vs Gauss weapons, or pulse lasers vs normal lasers;
Choosing what types of ammo to use for ammo using weapons
i.e., when to use LBX Cluster rounds vs LBX AC rounds;
Choosing firing modes for some weapons, for example, attempting to fire normal AC's in rapid fire mode, or rate of fire for Rotary ACs;
Knowing when engaging in an advanced firing mode is worth the tradeoff it requires (for instance, bracing an arm requires you to be immobile; Called Shots are harder to connect with, etc);
Knowing how the damage your 'Mech has taken will
affect it's ability to make a shot (weapons can be degraded by taking damage, weapons in damaged arms might not align properly).
In case it's not already obvious,
the 'Mech handles the calculation of how far to "lead" a target in order to hit the target that the MechWarrior is indicating with the reticule on his HUD. It is impossible for the MechWarrior to do these calculations anywhere near as fast or as precisely as the 'Mech's computer does them, and especially for multiple weapons types at once.
YES, a 'Mech CAN align/converge all of its weapons, torso mounted or otherwise.
It should also be obvious that we can "do" all of these things with our computer peripherals - so there is no need to use and assign a "pilot gunnery skill" modifier in order to use the TT combat system and stats, and there should not be any in-game modifiers for pilot gunnery skill.
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On to the nuts and bolts of how to "do" WFR!
The basic concept is to look at each weapon's listed TT performance and translate that into, say, a database format for the VG "engine" to work with, and also to look at
how capable 'Mechs are at using those weapons in the TT and put that into the database, and any "quirks" that any individual 'Mech might have. Said DB is used in conjunction with whatever mechanic the game has for resolving where the firing and fired upon 'Mechs are and what way they are facing, what they were doing at the time of the shot, and where the targeting reticule in the firing 'Mech is placed at the time when the firing happens in order to handle WFR.
Things to know:
plus modifiers ( + ) indicate things or conditions that make targets harder to hit.
Negative modifiers ( - ) make it easier to hit targets. All
to-hit modifiers are cumulative, and the
total to-hit modifier is the number that must be equaled or surpassed
when rolling two six-sided dice (2d6). Small Roller:
http://www.fnordista...mallroller.html is an excellent program for calculating the effect that these modifiers have. As a rule of thumb, trying to hit anything that requires you to
roll more than a six
on 2d6 is a bad idea; just about half of your shots will miss on a 7. Just a little bit under 75% of your shots will hit "on a 6."
The 'Mech actually indicates the to-hit number directly on the hud - it does it as color coding on the reticule; usually red for "poor targeting" (high to-hit modifier) to gold for "best targeting" (low to-hit modifier); along with audible cues.
The basic combat mechanic is to
add up all of the to-hit modifiers, and than attempt to
roll a number equal or higher than the total
to-hit modifier on 2d6 for every weapon fired.
Once it is determined which shots actually hit, the
hit-location table appropriate for the situation is used to determine exactly what parts of the target your 'Mech was able to hit. The Hit-location tables are discussed in detail further down.
Now, onto how capable 'Mechs are of hitting the target indicated with their weapons
This describes the abilities of the 'Mech to handle it's weapons under varying conditions.
TARGET
Is:
Standing still -1
prone -2 from adjacent 30 meters, +1 from further out
Immobile -4
skidding +2
A Battle Armor +1
Aerofighter @ 12 high +1
Aerofighter otherwise +3
Secondary in fwd arc +1
secondary in other arc +2
Jumping +1(additional to other mods)
Flying non-aero +1
Sprinting -1
Evading +1 to +3, dependent on it's pilot's skill.
Is at:
Minimum range (minimum)-(target range)+1 (only for weapons with a minimum range, like ppcs)
Short range +0 - 100% of the shots hit
medium range +2 - 100% of the shots hit
long range +4 - 91.67% or 11 out of 12 shots hit
Extreme range +6 - 72.22% or 13 out of 18 shots hit
LOS range +8 - 27.78% or 5 out of 18 shots hit
Again, please note that this range table describes the capabilities of the 'Mech to overcome range effects on shots, NOT MechWarrior gunnery skill!
Target movement/ Target has moved (x) number of hexes:
Immobile
-4 (Immobile =target
CAN NOT move)
0 hexes moved -1 0 meters (standing still)
1-2 hexes moved +0 30-60 meters (10.8 to 21.6 KM/h - 6.7 to 13.4 mph)
3-4 hexes moved +1 90-120m (32.4 to 43.2 KM/h - 20.1 to 26.8 mph)
5-6 hexes moved +2 150-180m (54.0 to 64.8 KM/h - 33.5 to 40.2 mph)
7-9 hexes moved +3 210-270m (75.6 to 97.2 KM/h - 46.9 to 60.3 mph)
10-17 hexes moved +4 300-510m (108.0 to 183.6 KM/h - 67.1 to 114.0 mph)
18-24 hexes moved +5 540-720m (194.4 to 259.2 KM/h - 120.7 to 161.0 mph)
25+ hexes moved +6 750m (270.0 KM/h - 167.7 mph and up)
Yes, there are "range gaps" here; but the raw math data here can be plotted on a graph, so these "range gaps" can be "filled in," and if necessary, the raw velocities can be used to determine to-hit numbers, if that is easier for the back-end of the video game. This is an example where the exact
form of the TT rules might not be the best to use, but the math expressed can still be used to get good results.
Target is in:
light woods +1
heavy woods +2
ultra heavy woods +3 (woods too dense for 'Mechs or protomechs to move through)
light jungle +1
Heavy jungle +2
Ultra heavy jungle +3 (woods too dense for 'Mechs or protomechs to move through)
Heavy industrial zone +1
Light smoke +1
heavy smoke +2
EM interference +2 (-2 cluster table)
This particular list could go on to insanity - there are many terrain and environment types that affect targeting.
SELF
Damage Effects:
Sensor hit +2
Shoulder hit +4 for weapons in arm, disregard all other damaged actuators in arm
upper or lower arm actuator (each) +1 for weapons in arm
Varying effects based on the Extended Critical Damage rules from Tactical Operations, from a +1 to-hit modifier to varying effects such as even worse to-hit modifiers, weapons jamming, or less damage output. .
Heat Effects:
0-7 +0
8-12 +1
13-16 +2
17-23 +3
24-32 +4
33-40 +5
41-47 +6
48 and higher +7
Yes, heat is EVIL! It makes the 'Mech's myomers sluggish, jerky, and unpredictable; and does ugly things to weapons alignment motors... besides possibly destroying components at extremely high heat levels. Don't even ask how evil ammo explosions can be. This is why keeping track of your 'Mech's heat level is such an important gunnery skill!
Movement & other effects:
Stationary +0
walked +1
ran +2
jumped +3
prone +2 (does not apply to quads)
skidding +1
sprinted - impossible to shoot while sprinting
Snap shots: (A no waiting on the T&T to get a good "fix" on the target indicated type of shot, the shot occurs so quickly that
the 'Mech cannot torso twist or swing arms to align weapons arcs not already pointed at target)
While standing still +2
While on the move +3
While Jumping +6
Careful aim -1 to -3 (allowing your T&T computers a longer time to get a good "fix"- does not work with pulse weapons, cluster LBX rounds, or rapid-fire weapons firing more than one salvo.)
Bracing -2 (this is when you brace one of your 'Mech's arms on a structure to steady it, modifier only applies to weapons in braced arm).
... and there are more that could be listed for the 'Mechs, but this is enough and than some for right now.
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How well a 'Mech can converge (concentrate its weapons fire into any given area) a single or all of its weapons onto a target.
This is the thing that's
really been messed up in MW video games. It seems developers have so far thought that the pilots are the major factor in how well a 'Mech can converge it's weapons - which is wrong.
Getting every weapon to hit a single section of a targeted 'Mech is a HARDWARE thing in the BTUniverse. Namely, if you don't have an Advanced Targeting Computer,
your 'Mech won't be able to get its weapon or weapons to hit exactly what section you're aiming at on mobile targets. The advanced TC will be discussed a bit further down. There ARE also a set of hit-location tables that DO represent raw Mechwarrior Gunnery skill - the Called Shot tables. Those are discussed too. Also if a target is immobile any 'Mech, with or without an advanced TC, will be able to get more of it's weapons to concentrate onto a single area of a targeted 'Mech; this is an Aimed Shot.
BESIDES the Called Shot hit location tables that represent the pilot's gunnery skill,
these hit-location tables represent the combat performance of THE BATTLEMECH.
So let's have an example; I'll work this out for a shot to the center of mass of the front of a targeted 'Mech.
Remember, this is just expressing
the ability of the 'Mech to converge one or all of its weapons onto the area of the targeted 'Mech that the pilot has indicated,
not weapons or pilot performance; and this is only for shots that have
ALREADY been determined to have hit the targeted 'Mech.
The Basic hit-location table
This first set represents keeping the the reticule on the center of mass ("chest") of the front of the target 'Mech:
There's a 13.89% or 5 out of 36 chance of hitting the right arm
There's a 13.89% or 5 out of 36 chance of hitting the left arm
There's a 11.11% or 1 out of 9 chance of hitting the right leg
There's a 11.11% or 1 out of 9 chance of hitting the left leg
There's a 13.89% or 5 out of 36 chance of hitting the right torso
There's a 13.89% or 5 out of 36 chance of hitting the left torso
There's a 16.67% or 1 out of 6 chance of hitting the center torso
There's a 2.78% or 1 out of 36 chance of hitting the cockpit
What do all these percentages mean in the game? Well, in the DB, they're just pure numbers in a math equation, but for the player it could be expressed visually in the game manual or in
training missions in color coded zones across the target to show how shots will concentrate, depending on what you're aiming at, so people could get a feeling for the combat capability of their 'Mech; and this would go for every type of hit-location table.
Here's the table that gives the data that the above is derived from:
And here's the hit-location table for 'Mechs lying on the ground (or quad 'Mechs):
Called Shot hit-location tables
These are the tables that represent how well a 'Mech's pilot can
get their 'Mech to get it to put it's weapons fire into a smaller area of a targeted 'Mech. There are two tables: Call high-low, and Call left-right. Attempting to make a Called Shot adds another
+3 to the to-hit number that must be overcome. This means that less of your shots will hit, but those that do hit will concentrate into a smaller area.
In game play terms, you "activate" the called-shot hit-location tables by aiming at specific parts of your target. For example, to use the "aim high" Called Shot table, you'd aim at the target's cockpit, neck, or extreme upper torso.
Called high:
There's a 16.67% or 1 out of 6 chance of hitting the:
Left or right arm, Left, right, or center front torsos, or the cockpit.
(Yes, this means that if anyone tells you that if you that if you aim at his cockpit, you can hit his foot ... they're wrong.)
Called Low:
A 33.34% chance of hitting the right leg
A 33.34% chance of hitting the left leg
A 16.67% or 1 out of 6 chance of hitting the right torso
A 16.67% or 1 out of 6 chance of hitting the left torso
Here's the table for Called Shots aimed high/aimed low.
For Called Shots Left or Right:
You use the normal hit-tables, except you have a +3 modifier, and you use the column one section over from where you would normally aim... for instance, if you call a shot left against a target standing directly in front of you ("in your front arc"), facing you , you use the "left" column on the basic hit table.
This table is used for calling shots Left/Right against a mech with it's front facing directly at you or it's back facing directly at you.
If your target's left or right side is facing you, and you want to aim left/right you use the Advanced hit table, posted above (which gives you a chance to hit their rear torsos).
It should be very obvious by now that the
hit-location tables are VERY important. In fact, there is good reason to use the tables we already have as a standard baseline to construct more hit-tables to account for some situations which crop up in the video game format.
Aimed Shots
An Aimed shot is the occasion when a 'Mech
without an advanced Targeting Computer can actually target specific locations against a target.
Without a TC Aimed shots are only possible versus immobile targets, and only direct fire weapons and non-cluster ammunition types are usable for this.
The
to-hit modifier for an immobile target is -4 (-5 if you have a TC) if you try and target any part other than the cockpit; cockpit aimed shots have a
+3 to-hit modifier (A TC does not affect the cockpit to-hit). After it is determined how many of your shots connect, all weapons that
roll a 6, 7, or 8 on 2d6 hit the location you've chosen. If you don't
roll a 6,7, or 8 you don't automatically hit the specific location you aimed for. Instead, you
roll on the appropriate normal
hit-location table (yes, this can result in hitting the section you targeted anyways).
A 'Mech is considered immobile if it is shut down, it's pilot is unconscious, if it is bracing an arm to try and make a hard shot, if it is hooked to a coolant truck, or is having it's ammo reloaded. Quad 'Mechs that have lost 3 or 4 legs are considered immobile. A bipedal 'Mech that has
lost both legs and both arms is considered immobile. "Immobile" equates to a unit not being able to move on it's own at all.
The Advanced Targeting Computer
This bit of hardware is a game-changer. It is a HIGH reward for big tradeoffs piece of hardware. Besides subtracting 1 from virtually all
to-hit modifiers (including those for Called Shots),
it allows your 'Mech to actually target specific locations on a mobile target!
A TC consists of an advanced computer that is far more powerful than the standard BattleMech T&T suite - it is able to adjust for many more variables far more quickly. A TC is not just an advanced computer suite, it also employs recoil compensators, gyroscopic stabilizers, and other hardware attached to the various direct-fire weapons systems mounted in a 'Mech. These components help to overcome weapons drift, muzzle recoil on kinetic weapons, and any erratic targeting inputs induced by the MechWarrior. The size and weight of a TC is directly proportional to the weight of all 'Mech-scale heavy weapons it is connected to. Inner Sphere TC's equal the total weapons weight divided by four, clan TC's divide by 5, and both take up a number of criticals (internal spaces) equal to the calculated tonnage of the TC (rounding up at half tons). Yes, they can get VERY heavy and large quite quickly... no free lunches!
In gameplay, having a
TC allows you to make an Aimed Shot (not to be confused with a Called Shot) against *mobile* targets. The differences between a normal Aimed Shot vs an Immobile target and an Aimed Shot against a mobile target using a TC is that there is a
+3 to-hit modifier, and it is not possible to target the cockpit on a mobile target. Otherwise, all of the other rules for an Aimed Shot apply. If my wonky math is correct, that's about
1 out of 4 shots that "make" their to-hit number will hit what you've aimed at, on
average, which doesn't sound like much, until you consider that the best odds you can normally get otherwise are 1 out of 6 vs the center torso, or to hit a leg, when calling a shot low (when virtually all there IS to hit is a leg!). In practice, TC aimed shots vs mobile targets are very useful for chiseling a specific part off.
Using a TC to make a shot vs a specific location in game requires turning this function on. With this function off, a 'Mech with a TC behaves just like a 'Mech without one, except you have the advantage of a
-1 to-hit modifier for most direct fire weapons types in the vast majority of situations.
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So, what are the bonuses building the video game combat system this way? For one, it's possible put the stuff into a DB in the form of rules, which means its possible to control and predict what's going to happen, and to predict how new rules in the DB will modify gameplay. It allows the Devs to control how the combat will function in game - misses and hits with weapons can be made to visually (and otherwise) miss in ways that "Make sense." It gives the flexibility to tweak values in small amounts in order to get things "just right." It would also allow the use of the penetrating hits/internal components damage system from the TT combat system, which, with the addition of the advanced "critical hit" and critical damage rules behaves in an intuitive and predictable manner, while discouraging mindless rushing without making the game into an insta-death festival.
On the end user side - us sitting at our PC's, the advantages are that what's seen on screen behaves in a manner that makes sense and allows us to suspend disbelief ; BattleMechs actually perform like BattleMechs from the novels and the lore; Gunnery skill with a mouse
and a cool head are rewarded, as is fore-thought and training; knowledge of the 'Mechs becomes useful and important (doubly so if the 'Mech "Quirks" from Strategic Ops are used); Knowledge of the weapons systems becomes important; new players aren't scared off, and veteran players have more things to pursue besides repetitive grinding for MC and the like.