Jump to content

- - - - -

Short Question, Short Answer


10366 replies to this topic

#141 Emmrys

    Rookie

  • 3 posts
  • Locationstran mechthy

Posted 23 October 2013 - 07:36 AM

Does BAP have any worthwhile effect on lrms or am i just wasting the tons and space?

#142 scJazz

    Member

  • PipPipPipPipPipPipPipPip
  • 1,668 posts
  • LocationNew London, CT

Posted 23 October 2013 - 07:39 AM

Increases your targeting range out to 1000m from 800m so you can at least fire your LRMs out to max range. You can use the Module for that if you have it. It is only considered really required if you are using Streaks.

#143 Emmrys

    Rookie

  • 3 posts
  • Locationstran mechthy

Posted 23 October 2013 - 07:46 AM

hmm ok guess i know which module to get next so i can free up some space

#144 Emmrys

    Rookie

  • 3 posts
  • Locationstran mechthy

Posted 23 October 2013 - 07:55 AM

does that module stack with bap?

#145 scJazz

    Member

  • PipPipPipPipPipPipPipPip
  • 1,668 posts
  • LocationNew London, CT

Posted 23 October 2013 - 08:06 AM

Both modules increase targeting range by 200m so with both you have a targeting range of 1200m. Many LRM boats just use the Module and save the BAP space.

#146 Denolven

    Member

  • PipPipPipPipPipPipPip
  • 511 posts

Posted 23 October 2013 - 08:10 AM

The main advantage for missile users is that when a little annoying ECM light comes around and decides to hug you, the BAP allows you to continue firing (disables the ECM, which would disable your missile lock). It also allows you to inform your team about it by locking that light (ECM would prevent you from relaying that information to your allies).

EDIT: Yes, Advanced Sensor Range and BAP stack and result in a max lock range of 1200m (missiles will still auto-explode at 1000m). and by the way, the missile distance is your distance to target, not the flight distance. If you shoot at 1200m and then run closer to 1000m before they arrive, the missiles will deal damage, even if the real flight distance was 1200m.

Edited by Denolven, 23 October 2013 - 08:13 AM.


#147 Aluminumfoiled

    Member

  • PipPipPipPipPip
  • 189 posts
  • LocationErehwon

Posted 23 October 2013 - 08:35 AM

With endo installed and mech structure slots start getting locked as you get full, do these locked slots count for hits? Like filling side torso to protect XL's.

#148 scJazz

    Member

  • PipPipPipPipPipPipPipPip
  • 1,668 posts
  • LocationNew London, CT

Posted 23 October 2013 - 08:40 AM

View PostDenolven, on 23 October 2013 - 08:10 AM, said:

and by the way, the missile distance is your distance to target, not the flight distance. If you shoot at 1200m and then run closer to 1000m before they arrive, the missiles will deal damage, even if the real flight distance was 1200m.

Ummm no, 1000m of flight distance, not range to target. There is an entertaining spot on Forest Colony where I often park and snipe almost exactly 1000m from where the enemy LRM boats normally stop moving and start spamming Lock and Fire. I have watched with total amusement Lurmers who suck firing on me at 999m distance and watching the LRMs explode over my head.

View PostMicroVent, on 23 October 2013 - 08:35 AM, said:

With endo installed and mech structure slots start getting locked as you get full, do these locked slots count for hits? Like filling side torso to protect XL's.

Engine crits are not currently enabled so there is part one. Part Two per TableTop rules Endo and Ferro are considered empty for Crit purposes.

#149 Aluminumfoiled

    Member

  • PipPipPipPipPip
  • 189 posts
  • LocationErehwon

Posted 23 October 2013 - 08:44 AM

View PostscJazz, on 23 October 2013 - 08:40 AM, said:


Engine crits are not currently enabled so there is part one. Part Two per TableTop rules Endo and Ferro are considered empty for Crit purposes.


For weapon protection in the torsi I guess then. I suspected there was no crit benefit. thnx

#150 scJazz

    Member

  • PipPipPipPipPipPipPipPip
  • 1,668 posts
  • LocationNew London, CT

Posted 23 October 2013 - 08:47 AM

View PostMicroVent, on 23 October 2013 - 08:44 AM, said:


For weapon protection in the torsi I guess then. I suspected there was no crit benefit. thnx

Nope. considered empty slot, reroll for new crit location.

#151 Aluminumfoiled

    Member

  • PipPipPipPipPip
  • 189 posts
  • LocationErehwon

Posted 23 October 2013 - 08:54 AM

View PostscJazz, on 23 October 2013 - 08:47 AM, said:

Nope. considered empty slot, reroll for new crit location.

Yes I worded that wrong. Stack DHS etc for weapon protection not locked structure slots, with the xl portion being ignored for MWO.

#152 scJazz

    Member

  • PipPipPipPipPipPipPipPip
  • 1,668 posts
  • LocationNew London, CT

Posted 23 October 2013 - 08:59 AM

View PostMicroVent, on 23 October 2013 - 08:54 AM, said:

Yes I worded that wrong. Stack DHS etc for weapon protection not locked structure slots, with the xl portion being ignored for MWO.

Perfect!

#153 Denolven

    Member

  • PipPipPipPipPipPipPip
  • 511 posts

Posted 23 October 2013 - 01:34 PM

View PostscJazz, on 23 October 2013 - 08:40 AM, said:

Ummm no, 1000m of flight distance, not range to target.

Then how do you explain that I always use that in my Trebuchet? I fire at 160m while increasing distance, and when the missiles arrive I have 190m distance and they do damage.

EDIT: Nevermind, I just tested it in training grounds and it behaves like we would expect - fligth distance matters.
It's been a while since I used the Treb (Victor, Commando and Shadowhawk getting in the way), but I swear I used that technique to increase time windows.

Edited by Denolven, 23 October 2013 - 01:36 PM.


#154 Denolven

    Member

  • PipPipPipPipPipPipPip
  • 511 posts

Posted 23 October 2013 - 02:01 PM

In order for Target Decay to work, do I need to be the original spotter, or does it work on ally spots too?

#155 Brenden

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,603 posts
  • LocationIS News Flash Breaking [:::]___[:::] News: at morning /(__)\ a patrol unit has (:)=\_ ¤_/=(:) seen the never /)(\ before witnessed [] . . [] strange designed /¥\ . /¥\ 'Mech

Posted 23 October 2013 - 08:53 PM

Okay so I've been gone for about three months, I think. I forgot.
What's an Overlord, Storm or Guardian?

#156 Alaskan Nobody

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 10,358 posts
  • LocationAlaska!

Posted 23 October 2013 - 09:39 PM

View PostBrenden, on 23 October 2013 - 08:53 PM, said:

Okay so I've been gone for about three months, I think. I forgot.
What's an Overlord, Storm or Guardian?


Phoenix Package tiers

Talon gets you 3 Locusts
Storm gets you 3 Shadowhawk (+above)
Guardian gets you 3 Thunderbolt (+above)
Overlord gets you 3 Battlemaster (+above)

1 of each will be roughly equivalent to a hero or founder (there is more, but lets keep this short :))
On the home-page banner thing there is a link to the page where you can order them (or google MWO Phoenix)

#157 scJazz

    Member

  • PipPipPipPipPipPipPipPip
  • 1,668 posts
  • LocationNew London, CT

Posted 24 October 2013 - 05:23 AM

View PostDenolven, on 23 October 2013 - 02:01 PM, said:

In order for Target Decay to work, do I need to be the original spotter, or does it work on ally spots too?

It extends the lock decay time period. So an ally with it works as effectively as you firing on the target with it yourself.

I've thrown it onto my Cataphract just for giggles at times. Heck sometimes I even throw the TAG onto my Cataphract :)

Edited by scJazz, 24 October 2013 - 05:33 AM.


#158 IllCaesar

    Member

  • PipPipPipPipPipPipPip
  • 980 posts

Posted 24 October 2013 - 11:22 AM

Quick question about modules. Does a level one module become a level 2 module when you level up that module.

EXample. I just level up my seismic sensor ability to level two. will any seismic sensors I had prior to level two automatically become level two, or will I have to shell out six million C-Bills for a properly level module?

#159 scJazz

    Member

  • PipPipPipPipPipPipPipPip
  • 1,668 posts
  • LocationNew London, CT

Posted 24 October 2013 - 11:49 AM

They upgrade themselves with the skill.

#160 Kaosity

    Member

  • PipPipPip
  • 92 posts
  • LocationNapping in a cockpit

Posted 24 October 2013 - 10:02 PM

Is there a way to move mechs in the mech bay? ie. To change their order/placement within the bays.





7 user(s) are reading this topic

0 members, 7 guests, 0 anonymous users