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Mechlab Video, shows 49.5 tons used out of 50 when the video completes the mech modifications... that WORKS? What all does that effect?


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#1 Jaxwen

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Posted 11 June 2012 - 07:47 PM

http://mwomercs.com/...deo/dPoqjslGcO0

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 Davers

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Posted 11 June 2012 - 07:56 PM

Interesting questions that unfortunately only a Beta player can answer.

#3 CompleteTanker

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Posted 11 June 2012 - 07:57 PM

From Dev Blog Q&A 6: Mechlab :
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 Shadowscythe

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Posted 11 June 2012 - 07:57 PM

When it comes to being underweight. Nope, it won't make you go faster. looking for the quote now.

CompleteTanker found it first :)

Edited by Shadowscythe, 11 June 2012 - 07:59 PM.


#5 Zyzyx66

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Posted 11 June 2012 - 08:04 PM

I was under the impression that the meaning of that rule wasn't that a 'mech HAD to weigh exactly (e.g.) 50t, but that if it weighed less, it was considered to be 50t anyway. So in that regard, you could make it weigh 49.5t, but in-game it would effectively still be a 50t 'mech.

#6 Jaxwen

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Posted 11 June 2012 - 08:05 PM

View PostCompleteTanker, on 11 June 2012 - 07:57 PM, said:

From Dev Blog Q&A 6: Mechlab :
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 Davers

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Posted 11 June 2012 - 08:09 PM

Guess it is hard finding something to fill that .5 ton.

#8 Jaxwen

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Posted 11 June 2012 - 08:14 PM

View PostDavers, on 11 June 2012 - 08:09 PM, said:

Guess it is hard finding something to fill that .5 ton.

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 Davers

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Posted 11 June 2012 - 08:16 PM

Do they even sell armour by the .5 ton? Maybe they do. Then that's what this guy should have done.

#10 Maxxinator

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Posted 11 June 2012 - 08:18 PM

View PostDavers, on 11 June 2012 - 08:09 PM, said:

Guess it is hard finding something to fill that .5 ton.


Advance to FedCom Civil War time and a small laser would fill that spot just fine...

#11 Kartr

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Posted 11 June 2012 - 08:20 PM

Bet you that if your 'Mech is under weight you won't be able to drop into matches with it. I remember hearing something about that a couple weeks ago. You have to make sure your 'Mech has 50 tons of equipment/etc., if it's a 50 ton 'Mech.

Also you can load MG ammo in .5 ton lots according to TT and you can put armor on in .5 ton amounts.

View PostZyzyx66, on 11 June 2012 - 08:04 PM, said:

I was under the impression that the meaning of that rule wasn't that a 'mech HAD to weigh exactly (e.g.) 50t, but that if it weighed less, it was considered to be 50t anyway. So in that regard, you could make it weigh 49.5t, but in-game it would effectively still be a 50t 'mech.

Pretty sure the 'Mech has to have 50 tons of stuff on it if it's a 50 ton chassis.

#12 LordDeathStrike

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Posted 11 June 2012 - 08:24 PM

god this thread smacks of ignorance!

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 Lt muffins

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Posted 11 June 2012 - 08:27 PM

View PostDavers, on 11 June 2012 - 08:09 PM, said:

Guess it is hard finding something to fill that .5 ton.


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 TheMadTypist

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Posted 11 June 2012 - 08:27 PM

View PostDavers, on 11 June 2012 - 08:09 PM, said:

Guess it is hard finding something to fill that .5 ton.


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 Killashnikov

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Posted 11 June 2012 - 08:29 PM

Nope, as I understand it in TT there is no requirement to fill the chassis to max weight - it just serves no purpose not to, ad a bit more ammo, armor etc. You may never use it but then again... Operating underweight doesn't imprve performance in any way, unless that is you intend on carrying around external loads, such as cargo or ad-hoc weapons like dismembered mech arms or trees to use as a club. Then an underweight mech may be able to reduce or avoid the movement penalty caused by carrying the extra weight.

#16 oohawkoo

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Posted 11 June 2012 - 08:59 PM

they prolly made 50 the max (or what ever mech weight ur useing meh) ..... but you should be able to go underweaight since they makeing the game so you can take damaged mechs to combat if you ccant affort to fix it ..... i would think you prolly cant go grossly under weight tho =X... tho id think that if you have gone under weight and dont have ur armour maxed you could prolly just a add a bit of that to make up the differance =X (not sure on this cos i havent seen how armour works on this :).... eaither that or i didnt notice:P)

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 Woodstock

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Posted 11 June 2012 - 10:47 PM

View PostZyzyx66, on 11 June 2012 - 08:04 PM, said:

I was under the impression that the meaning of that rule wasn't that a 'mech HAD to weigh exactly (e.g.) 50t, but that if it weighed less, it was considered to be 50t anyway. So in that regard, you could make it weigh 49.5t, but in-game it would effectively still be a 50t 'mech.



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 frostfly

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Posted 11 June 2012 - 10:53 PM

according to tabletop rules, Ammo is always in one ton lots (except MG ammo) He prolly couldn't add more armor...and why would he have to wait for the fed-com civil war to add a small laser? not knowing the load out of the mech in question I'd prolly strip off half a ton of armor and put on a ML.

#19 Zynk

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Posted 11 June 2012 - 11:25 PM

Case is .5 ton

#20 Shadowscythe

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Posted 11 June 2012 - 11:40 PM

It was the one MG (machine gun) that made him have .5 in the first place...If he was full on armor (which I doubt, since you can put WAY more armor on in MWO then BT TT) he could always put another MG or small laser on it...Personally I would ditch the MG and MG ammo (he has enough ammo to be blown up) to all together and add heatsinks....I personally don't like frying my pilot in my mech (or exploding ammo) ;)

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 :P

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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