Mechlab Video, shows 49.5 tons used out of 50 when the video completes the mech modifications... that WORKS? What all does that effect?
#1
Posted 11 June 2012 - 07:47 PM
Was that a beta test issue not yet addressed?
Perhaps it's a simple development version allowable for demo purposes only -or- are the once cardinal rules of tonnage balancing no longer exact?
You can't go over by .125 tons, but you can go under weight by XX tons?
If you under weight the mech overall tonnage with same power engine does that make the mech faster?
Could the 50 ton hunchback have been weapons modified to only weight 40 tons to get the speed boost but still have maximum armor allowed for a 50 ton mech?
Does that mean adding jumpjets to an underweighted mech increase the jump speed/distance above what it would have been if the mech were at 50 tons?
What does this do to a MASC system mech?
What if you underweight a 100 ton Atlas by 20 tons and increase the engine size? Can you have an 80 ton speedy Atlas?
Seriously, I have "tons" of questions to go along with this if it is a discrepancy.
#2
Posted 11 June 2012 - 07:56 PM
#3
Posted 11 June 2012 - 07:57 PM
Can I not use all my armor points or not fill all the weapon blocks to reduce overall weight/tonnage and increase speed/acceleration? –Scanlon
[DAVID] No, you cannot do that. A ’Mech will always weigh the same, no matter what you put in or take out of it, as per tabletop rules.
Edited by CompleteTanker, 11 June 2012 - 07:57 PM.
#4
Posted 11 June 2012 - 07:57 PM
CompleteTanker found it first
Edited by Shadowscythe, 11 June 2012 - 07:59 PM.
#5
Posted 11 June 2012 - 08:04 PM
#6
Posted 11 June 2012 - 08:05 PM
CompleteTanker, on 11 June 2012 - 07:57 PM, said:
Can I not use all my armor points or not fill all the weapon blocks to reduce overall weight/tonnage and increase speed/acceleration? –Scanlon
[DAVID] No, you cannot do that. A ’Mech will always weigh the same, no matter what you put in or take out of it, as per tabletop rules.
I just reviewed the rules in my TT book and I've misunderstood that rule all these years. My apologies.
#7
Posted 11 June 2012 - 08:09 PM
#8
Posted 11 June 2012 - 08:14 PM
Davers, on 11 June 2012 - 08:09 PM, said:
I used to put in an extra half ton of armor or half ton of ammo or AMS or machine gun, anything to make sure the mech construction was perfectly accounted for. All this time I was wrong, but happily so because mech construction just got a whole lot easier!!
#9
Posted 11 June 2012 - 08:16 PM
#11
Posted 11 June 2012 - 08:20 PM
Also you can load MG ammo in .5 ton lots according to TT and you can put armor on in .5 ton amounts.
Zyzyx66, on 11 June 2012 - 08:04 PM, said:
Pretty sure the 'Mech has to have 50 tons of stuff on it if it's a 50 ton chassis.
#12
Posted 11 June 2012 - 08:24 PM
no, underweight mechs get 0 boost. table top rules people, theres no perks benefits or point to being underweight. you can remove weapons and add armor or engine, but the armor and engine will take up the extra weight.
removing everything, adding max engine, and still having unused weight on an atlas will not make it faster, table top rules, and simple common sense. its not a rolling vehicle, its just a mech. if you have a 100 stone man that runs a regular routine of running, and you cut off his hands or w/e to make him 10 stones lighter, hes not going to run any faster, and without whatever you cut off hes now alot less usefull.
#13
Posted 11 June 2012 - 08:27 PM
Davers, on 11 June 2012 - 08:09 PM, said:
Isn't it because of situations like this why we have the small laser.
Edit: people has already mentioned the small laser. I need to read better.
Edited by Lt muffins, 11 June 2012 - 08:28 PM.
#14
Posted 11 June 2012 - 08:27 PM
Davers, on 11 June 2012 - 08:09 PM, said:
Maybe he could have upgraded one of those small lasers into a medium? The one in the head, for instance. The vid shows Mediums as 1 ton, 1 crit and Smalls as .5 tons, 1 crit at 3:43-ish. Or maybe he was worried about heat buildup.
#15
Posted 11 June 2012 - 08:29 PM
#16
Posted 11 June 2012 - 08:59 PM
mostly itll ammout to if you can be bothered tweaking to get the perfect 50 t or 100 t or 35 t etc:P some ppl will do it cos they prefear the perfect look of the number lol some ppl just wont care =3 its prolly gonna just be down to preferance
#17
Posted 11 June 2012 - 10:47 PM
Zyzyx66, on 11 June 2012 - 08:04 PM, said:
Unless they allow us to add 1/2 ton items ..like ammo then its highly likely that we will end up with mechs that are .5 tons under.
#18
Posted 11 June 2012 - 10:53 PM
#19
Posted 11 June 2012 - 11:25 PM
#20
Posted 11 June 2012 - 11:40 PM
Speaking of exploding ammo, have the devs said anything about at what heat it takes for ammo to explode from high heat? A percent chance of ammo explosion at a certain percent of heat kind of thing?....Already know the BT TT stats, but not MWO ones
CASE would be a good choice with all that ammo lol. good call Zynk.
300 (AC 5x20 shellsx3 tons)damage ammo explode in right torso would be bad lol
LOL or. 1200 (MG damage of 2x200 shellsx3 tons) damage from the MG ammo exploding in the arm traveling into the right torso exploding that ammo and making the mech a BIG firework AND fireball display LOL. would be great killing that thing with a few LBX shots to the arm LOL
Of course he would of used some of the ammo by then, but probably not enough to save the mech without case in the torso
Edited by Shadowscythe, 12 June 2012 - 12:04 AM.
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