Jump to content

- - - - -

Short Question, Short Answer


10417 replies to this topic

#3641 Rogue Jedi

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,908 posts
  • LocationSuffolk, England

Posted 12 April 2015 - 02:06 AM

View PostTylerchu, on 11 April 2015 - 03:41 PM, said:

I was thinking of an absurdly heavy ballistic weapon with no almost no max range, somewhat fast muzzle velocity, and an incredible projectile drop rate. The weight is so that you'd have to have a heavier mech to use it, and even if you did it would force you to sacrifice armor, engine, or other weapons (and let's face it, assaults really aren't that fast to begin with so they do need the armor). The drop rate and muzzle velocity would make it so you could fire in an arc. But we would have to come up with some sort of rangefinder...maybe have the howitzer automatically aim to where your reticle is? The Long Tom fits this pretty well from MW4: Mercs IIRC. It was heavy and bothersome to mount but pray you're never directly hit by more than one.

I would not be surprised if the Long Tom cannon did become available at some point, however I do not know if PGI will ever put it in, and according to Sarna it takes up 15 crit slots, so cannot be fitted unless PGI allow splitting crit slots between multiple components as no component has more than 12 crits at current
http://www.sarna.net...Long_Tom_Cannon

#3642 Rawnblaed

    Member

  • PipPip
  • The Undertaker
  • The Undertaker
  • 44 posts
  • Facebook: Link
  • LocationSomewhere in the Inner Sphere

Posted 12 April 2015 - 11:15 AM

Refresh my memory plz:
1) What does an active probe do?
2) What does a tag in your mech equipment do?
3) How do i get chain fire to work (couldn't seem to get it to activate.)?
4) What is TCOMP-III on the Helbringer?
5) Does AMS fire automatically?
6) ECM makes you stealthy. How?
Thanks.

#3643 Tylerchu

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 253 posts
  • LocationWashington

Posted 12 April 2015 - 12:25 PM

View PostRawnblaed, on 12 April 2015 - 11:15 AM, said:

Refresh my memory plz:
1) What does an active probe do?
2) What does a tag in your mech equipment do?
3) How do i get chain fire to work (couldn't seem to get it to activate.)?
4) What is TCOMP-III on the Hellbringer?
5) Does AMS fire automatically?
6) ECM makes you stealthy. How?
Thanks.

Active probe (BAP) allows for blocking of one ECM, detecting shutdown mechs at close range, increasing sensor range, and decreasing lock time (I think).
TAG is an energy based item that allows for faster LRM tracking basically.
Chain fire is backspace
Targeting computer allows for longer range, increased crit chance, increased zoom. The "grade" is how much it increases the percentages.
AMS fires automatically at all enemy missiles, prioritizing those aimed at you
ECM disrupts enemy sensors. It's essentially an anti-sensor force-field.

#3644 bad arcade kitty

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 5,100 posts

Posted 12 April 2015 - 03:06 PM

does even a targeting computer worth using past mk1?

#3645 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 12 April 2015 - 03:23 PM

View Postbad arcade kitty, on 12 April 2015 - 03:06 PM, said:

does even a targeting computer worth using past mk1?

Yes.
MK4 gives the best value of increases to tonnage/slot consumption.

#3646 MailSlot

    Rookie

  • Bad Company
  • Bad Company
  • 1 posts

Posted 12 April 2015 - 04:35 PM

I bought a Urbanmech with my CC but don't see it in my mechlab is there something I am supposed to do?

#3647 bad arcade kitty

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 5,100 posts

Posted 12 April 2015 - 06:13 PM

ty for the answer, i have another question

active probe + ecm, as i understand when ecm is in the disrupt mode your active probe doesn't counter enemy ecm and only boost your sensors, but when your ecm is in the counter mode, at what range do you counter enemy ecm then? afaik the probe has a longer range than ecm in the counter mode, it's not fair then that you cannot turn off ecm completely if needed

Edited by bad arcade kitty, 12 April 2015 - 06:13 PM.


#3648 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,185 posts
  • LocationThe Far Country

Posted 12 April 2015 - 06:33 PM

View PostKoniving, on 12 April 2015 - 03:23 PM, said:

Yes.
MK4 gives the best value of increases to tonnage/slot consumption.


I respectfully disagree. The TC1 gives between 40% and 60% of the values the T4 does for 25% of the weight.

View Postbad arcade kitty, on 12 April 2015 - 06:13 PM, said:

ty for the answer, i have another question

active probe + ecm, as i understand when ecm is in the disrupt mode your active probe doesn't counter enemy ecm and only boost your sensors, but when your ecm is in the counter mode, at what range do you counter enemy ecm then? afaik the probe has a longer range than ecm in the counter mode, it's not fair then that you cannot turn off ecm completely if needed


If BAP is installed on a mech with ECM it does everything it normally does except it completely loses it's ability to counter ECM.

#3649 bad arcade kitty

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 5,100 posts

Posted 12 April 2015 - 06:39 PM

View PostTerciel1976, on 12 April 2015 - 06:33 PM, said:


If BAP is installed on a mech with ECM it does everything it normally does except it completely loses it's ability to counter ECM.


yeah, it's clear, but does it depend on the mode of ecm or not? also does it get that ability as soon as your ecm is destroyed? how does it work exactly?

also can you list me the ranges for ecm and bap to counter enemy ecm, please, the wiki is kind of unclear there having two completely different numbers for bap in two different articles

#3650 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,185 posts
  • LocationThe Far Country

Posted 12 April 2015 - 07:28 PM

View Postbad arcade kitty, on 12 April 2015 - 06:39 PM, said:

yeah, it's clear, but does it depend on the mode of ecm or not? also does it get that ability as soon as your ecm is destroyed? how does it work exactly?

also can you list me the ranges for ecm and bap to counter enemy ecm, please, the wiki is kind of unclear there having two completely different numbers for bap in two different articles


It doesn't depend on the mode. I think it never has the ability if the mech has ECM, even if the ECM is destroyed, but I'm not sure. BAP now counters ECM to 240M. It was 150, got raised to 360, then dropped.

Edited by Terciel1976, 12 April 2015 - 07:40 PM.


#3651 bad arcade kitty

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 5,100 posts

Posted 12 April 2015 - 07:46 PM

View PostTerciel1976, on 12 April 2015 - 07:28 PM, said:



It doesn't depend on the mode. I think it never has the ability if the mech has ECM, even if the ECM is destroyed, but I'm not sure. BAP now counters ECM to 240M. It was 150, got raised to 360, then dropped.


ty

so it is still longer than 180 meters of ecm in the counter mode ;_;

but

"I think it never has the ability if the mech has ECM, even if the ECM is destroyed"

isn't it a bug then? it makes no sense whatsoever, at least ecm being impossible to turn off can be explained but a ghost of ecm preventing bap to counter other ecm suits even after its death... scary

#3652 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,185 posts
  • LocationThe Far Country

Posted 12 April 2015 - 07:49 PM

View Postbad arcade kitty, on 12 April 2015 - 07:46 PM, said:

ty

so it is still longer than 180 meters of ecm in the counter mode ;_;

but

"I think it never has the ability if the mech has ECM, even if the ECM is destroyed"

isn't it a bug then? it makes no sense whatsoever, at least ecm being impossible to turn off can be explained but a ghost of ecm preventing bap to counter other ecm suits even after its death... scary


<shrug> BAP is not going to be a good choice on many if any mechs with ECM installed, so it's a very, very minor issue IMO.

#3653 bad arcade kitty

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 5,100 posts

Posted 12 April 2015 - 07:59 PM

i want to run it on my kit fox for maximum supportness :3

#3654 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,185 posts
  • LocationThe Far Country

Posted 12 April 2015 - 08:01 PM

View Postbad arcade kitty, on 12 April 2015 - 07:59 PM, said:

i want to run it on my kit fox for maximum supportness :3


I recommend guns.

#3655 bad arcade kitty

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 5,100 posts

Posted 12 April 2015 - 08:03 PM

View PostTerciel1976, on 12 April 2015 - 08:01 PM, said:



I recommend guns.


i have enough tonnage to pack 2 large lasers, 1 small laser, ecm, ams, 0.5 tonnes ams ammo, targeting comp mk1 and an active probe while having full armor though :P cute fox is amazing

#3656 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 12 April 2015 - 11:56 PM

View PostTerciel1976, on 12 April 2015 - 06:33 PM, said:

I respectfully disagree. The TC1 gives between 40% and 60% of the values the T4 does for 25% of the weight.

Wonder if values changed, there used to be a number of threads about the Mk IV being the best overall balance, making those before it and after it essentially "worthless."

#3657 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,185 posts
  • LocationThe Far Country

Posted 13 April 2015 - 04:40 AM

View PostKoniving, on 12 April 2015 - 11:56 PM, said:

Wonder if values changed, there used to be a number of threads about the Mk IV being the best overall balance, making those before it and after it essentially &quot;worthless.&quot;


I don't recall that, actually. The 1 gets you a lot, then you get smaller increases to 4 and even smaller increases from 5 to 7. I'm struggling to come up with a link right now on mobile (even Smurfy lacks detail), but most meta builds include a TC1 and anythjng bigger is used on stunt builds only.

#3658 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,185 posts
  • LocationThe Far Country

Posted 13 April 2015 - 05:39 AM

View PostTerciel1976, on 13 April 2015 - 04:40 AM, said:

I don't recall that, actually. The 1 gets you a lot, then you get smaller increases to 4 and even smaller increases from 5 to 7. I'm struggling to come up with a link right now on mobile (even Smurfy lacks detail), but most meta builds include a TC1 and anythjng bigger is used on stunt builds only.


Ok, I checked my spreadsheet vs. the in-game values and it appears to be up to date. I still can't get it to post, but here's an image of it:

Posted Image

You can assess the trend lines yourself, but when doing so keep in mind that you're also paying opportunity cost for every ton. That means guns, DHS or ammo usually, so I usually think of it as "TC1+3DHS vs. TC4." Using that logic, the TC1 is pretty tonnage efficient, but the rest of them just aren't. If you have a second spare ton, consider throwing CAP on instead of a TC2. TC1+CAP+TIG module means almost instant paper doll, for instance.

#3659 Tylerchu

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 253 posts
  • LocationWashington

Posted 13 April 2015 - 07:08 AM

View Postbad arcade kitty, on 12 April 2015 - 08:03 PM, said:

i have enough tonnage to pack 2 large lasers, 1 small laser, ecm, ams, 0.5 tonnes ams ammo, targeting comp mk1 and an active probe while having full armor though :P cute fox is amazing

.5 tons of AMS ammo spread over what I assume to be 3 AMS isn't going to be nearly enough. You'll need at least three tons of AMS ammo. Drop the probe and small laser so you'll have an extra 1.5 tons for 2 tons ammo total which may minimally pass if all you're doing is sniper-support.

#3660 TheCaptainJZ

    Member

  • PipPipPipPipPipPipPipPipPip
  • The CyberKnight
  • The CyberKnight
  • 3,699 posts
  • LocationUnited States

Posted 13 April 2015 - 10:21 AM

View PostMailSlot, on 12 April 2015 - 04:35 PM, said:

I bought a Urbanmech with my CC but don't see it in my mechlab is there something I am supposed to do?

Once the payment has fully processed, the injection to your account will probably occur at the top of the next hour. Be patient, check back later. You may also need to jump into a match and back to mechlab or log in and out for it to detect the change once it occurs and updates your mechlab.





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users