Short Question, Short Answer
#21
Posted 08 October 2013 - 12:09 PM
I'm gonna have to bookmark this stuff!
#22
Posted 08 October 2013 - 02:32 PM
#23
Posted 08 October 2013 - 03:25 PM
#24
Posted 09 October 2013 - 05:52 AM
A: There isn't one. It is you, the pilot, who makes any mech powerful or weak. Choose your weapons, engines, and equipment wisely and use teamwork to your advantage. Therein lies the true power of a good mechwarrior: his/her team.
Edited by CapperDeluxe, 09 October 2013 - 05:52 AM.
#25
Posted 10 October 2013 - 05:17 AM
Denolven, on 05 October 2013 - 01:18 AM, said:
Skiddywinks, on 05 October 2013 - 06:58 AM, said:
Woah, woah, woah....woah. This contradicts my (somewhat researched) understanding of CASE. I thought it only worked on ammo, and that there was no such option to contain GR explosions?
If I'm wrong on that, I have some XL builds to re-configure.
#26
Posted 10 October 2013 - 08:25 AM
#27
Posted 10 October 2013 - 11:12 AM
Geek Verve, on 10 October 2013 - 05:17 AM, said:
But Inner Sphere CASE will NEVER help a 'Mech with an XL engine, because CASE does not stop the side torso from being destroyed!
Edited by DEMAX51, 10 October 2013 - 11:14 AM.
#28
Posted 10 October 2013 - 12:12 PM
- CASE can only be placed in the Left or Right torso
- CASE is only useful on 'Mechs that are using a Standard Engine!
- CASE prevents an internal explosion (i.e. an ammo explosion or a Gauss explosion) from damaging your Center Torso only! (which is why it only helps 'Mechs with a standard engine - XL engine mechs can still be destroyed by losing a side torso, and CASE does nothing to prevent side torso destruction)
- A CASE placed in the Right Torso will only affect ammo/gauss explosions that occur in the Right Arm, Right Leg or Right Torso | conversely, a CASE placed in the Left Torso will only affect explosions that occur in the Left Arm, Left Leg, or Left Torso
- The term "ammo explosion" includes both ammo explosions as well as gauss rifle explosions.
Here's a few examples... (for simplicity, we'll assume that none of the components - meaning arms, legs and torsos - have any Armor remaining, but they all have 30 HP remaining on their internal structure)
Example 1: In my Misery I have a Standard Engine, with an AC20 in the Right Torso, and ammo for it stored in the Right Leg. In this example, I have NO CASE installed...
- The Right Leg takes 10 points of damage, which critically hits the ammo bin stored there and destroys it - this results in a total of 151.5 points of damage (10 points for the initial strike, 1.5 pts for the bonus critical hit damage, and 140 pts. for the AC20 ammo explosion).
-The Right Leg, having only 30HP remaining, is destroyed --> 121.5 points of damage is then transferred to the Right Torso.
-The Right Torso, having only 30HP remaining, is destroyed --> 91.5 points of damage remain to be transferred to the Center Torso.
-The CT has only 30HP remaining - the 91.5 points of damage is enough to destroy the Center Torso, and the Misery is killed
Example Two: Same circumstances as example 1, except this time I have a CASE installed in my Right Torso...
- The Right Leg takes 10 points of damage, which critically hits the ammo bin stored there and destroys it - this results in a total of 151.5 points of damage (10 points for the initial strike, 1.5 pts for the bonus critical hit damage, and 140 pts. for the AC20 ammo explosion).
- The Right Leg, having only 30HP remaining, is destroyed --> 121.5 points of damage is then transferred to the Right Torso.
- The Right Torso, having only 30HP remaining, is destroyed. This leaves 91.5 points of damage.
- Because I had a CASE in my RT, the 91.5 points of damage is not transferred to the Center Torso, and is just "lost"
- My Center Torso still has 30HP, and my Misery lives on
Example 3: Same as prior examples, but instead of a Standard Engine, my Misery has an XL engine...
- The Right Leg takes 10 points of damage, which critically hits the ammo bin stored there and destroys it - this results in a total of 151.5 points of damage (10 points for the initial strike, 1.5 pts for the bonus critical hit damage, and 140 pts. for the AC20 ammo explosion).
- The Right Leg, having only 30HP remaining, is destroyed --> 121.5 points of damage is then transferred to the Right Torso.
- The Right Torso, having only 30HP remaining, is destroyed - because an XL engine takes up slots in my Right Torso, because a Mech is killed if any part of its engine is destroyed, and because CASE does not prevent a Side Torso from being destroyed, my Misery is killed.
Make sense?
Edited by DEMAX51, 10 October 2013 - 12:20 PM.
#29
Posted 10 October 2013 - 12:29 PM
DEMAX51, on 10 October 2013 - 12:12 PM, said:
Make sense?
Except damage that is transfered is halved. 100 Right Leg becomes 50 Right Torso becomes 25 CT.
This is what makes a torso twisting Centurion a beast to put down. Large shoulder "pods" remain on the structure plus the Side torsos are fairly big. Ditto the Stalker.
Edited by scJazz, 10 October 2013 - 12:30 PM.
#30
Posted 10 October 2013 - 01:12 PM
scJazz, on 10 October 2013 - 12:29 PM, said:
This is what makes a torso twisting Centurion a beast to put down. Large shoulder "pods" remain on the structure plus the Side torsos are fairly big. Ditto the Stalker.
I was under the impression that the Centurions simply had a bug that was affecting their damage transfer, I hadn't heard damage was halved when transferred, but that's interesting.
Regardless of the numbers, the description regarding CASE is still valid, yes?
#31
Posted 10 October 2013 - 02:06 PM
DEMAX51, on 10 October 2013 - 01:12 PM, said:
Regardless of the numbers, the description regarding CASE is still valid, yes?
Yes, otherwise. The damage transfer thing is from Table Top. All damage transferred from one destroyed location to the next is Halved.
#32
Posted 11 October 2013 - 11:25 AM
DEMAX51, on 10 October 2013 - 01:12 PM, said:
Regardless of the numbers, the description regarding CASE is still valid, yes?
Evidently, the "ghost" hitboxes of the arms at the joints is not a bug but intentional. It actually occurs on all mechs. It's just particularly large on Centurions.
#33
Posted 11 October 2013 - 01:25 PM
#34
Posted 11 October 2013 - 01:27 PM
Redshift2k5, on 11 October 2013 - 01:25 PM, said:
Koniving, on 11 October 2013 - 11:25 AM, said:
Evidently, the "ghost" hitboxes of the arms at the joints is not a bug but intentional. It actually occurs on all mechs. It's just particularly large on Centurions.
Now imagine how hard it would be to kill if it was the size of the Hunchback
Trenchbuquet/Quickdraw and a few others may need size readjustment, but the Centurion would be scary if they shrunk it.
#35
Posted 11 October 2013 - 01:48 PM
Shar Wolf, on 11 October 2013 - 01:27 PM, said:
Now imagine how hard it would be to kill if it was the size of the Hunchback
Trenchbuquet/Quickdraw and a few others may need size readjustment, but the Centurion would be scary if they shrunk it.
I'd prefer it 'skinnier'. I like its height. But my god it's too wide. It's literally the same height and width as a Dragon.
Granted they'd have to change the hit boxes a little to keep the CT's width from being reduced, too, so that parts of the STs count as CTs when they make it skinnier.
#36
Posted 11 October 2013 - 04:24 PM
For instance, I want to play mech-dressup and swap colors around but I don't want to waste MC. Can I do this? Or does a color have to be purchased every time you use it no matter what?
#37
Posted 11 October 2013 - 04:25 PM
#39
Posted 11 October 2013 - 08:47 PM
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