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#7061 Bilbo

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Posted 30 December 2016 - 07:37 PM

View PostTesunie, on 30 December 2016 - 07:10 PM, said:



There is a chirp that sounds when allies get and lose locks on the enemy. It's a different beep and I get it myself as I get and lose locks on my own targets. Is this the sound you may be hearing? Or am I mistaken as to what that beep is suppose to represent?

As I said, I don't mind being wrong, I just want to know the correct information. I've only noticed a different sounding chirp with Radar Dep equipped, which also included the flash of light, and only when I actually noticed enemies losing their lock on me.

That is exactly what I'm talking about. Again though, I have no idea how radar deprivation may or may not change it.

Edited by Bilbo, 30 December 2016 - 07:41 PM.


#7062 Tesunie

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Posted 30 December 2016 - 07:40 PM

View PostBrenden, on 30 December 2016 - 07:19 PM, said:

Why hasn't the Inner Sphere/Clans worked on weapons that can hit beyond 1,000meters?

Like a Hyper-Extended Large Laser (HELL) that could hit targets for 10 damage at like, 2K away.


Mostly due to dramatic story telling as well as game play balance. Although, there are actually weapons that can hit that far out, and for much greater damage. However, they are expensive, heavy, and typically required a mech or vehicle built solely around said weapons.

However, we actually do have weapons in the game that can hit that far. Gauss rifles, ERPPCs and ERLLs can hit that far, though not very hard at those ranges.

Now, the bigger question is, are you referring to this game? Battletech as a whole? The novels? The Table Top game? Basic or advanced rules for said TT game? Etc. In lore and advanced rules for TT, you can hit people at very far ranges (but it isn't easy to do so).

View PostBilbo, on 30 December 2016 - 07:37 PM, said:

That is exactly what I'm talking about. Again though, I have no idea how radar deprivation may or may not it.


Then, I refine my question even farther. That chirp, is that enemies losing sight/lock on you? Or is that the sound of teammate's locks being gained/lost? I've always noticed the chirp you reference to when I see enemy blips on my mini-map come and go (typically in the beginnings of the match).

I would love this to be clarified, of anyone can do so in a solid manner.

#7063 Bilbo

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Posted 30 December 2016 - 07:45 PM

View PostTesunie, on 30 December 2016 - 07:40 PM, said:



Mostly due to dramatic story telling as well as game play balance. Although, there are actually weapons that can hit that far out, and for much greater damage. However, they are expensive, heavy, and typically required a mech or vehicle built solely around said weapons.

However, we actually do have weapons in the game that can hit that far. Gauss rifles, ERPPCs and ERLLs can hit that far, though not very hard at those ranges.

Now, the bigger question is, are you referring to this game? Battletech as a whole? The novels? The Table Top game? Basic or advanced rules for said TT game? Etc. In lore and advanced rules for TT, you can hit people at very far ranges (but it isn't easy to do so).



Then, I refine my question even farther. That chirp, is that enemies losing sight/lock on you? Or is that the sound of teammate's locks being gained/lost? I've always noticed the chirp you reference to when I see enemy blips on my mini-map come and go (typically in the beginnings of the match).

I would love this to be clarified, of anyone can do so in a solid manner.

Both. Used to be an issue discussed on the forums. People thought it gave the targeted mech a heads up and too much time to get to cover.

Thankfully they got rid of Betty telling you that you were targeted.

Edited by Bilbo, 30 December 2016 - 07:48 PM.


#7064 Tesunie

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Posted 30 December 2016 - 08:32 PM

View PostBilbo, on 30 December 2016 - 07:45 PM, said:

Both. Used to be an issue discussed on the forums. People thought it gave the targeted mech a heads up and too much time to get to cover.

Thankfully they got rid of Betty telling you that you were targeted.


Oh, I recall when Betty stated you where targeted. That lasted... what? A week maybe two?

So that beep that's always there, with or without the module, is enemies getting/losing locks on you, as well as your teammates getting and losing locks? Makes me think it's not a very helpful beep then. Posted Image

#7065 Bilbo

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Posted 30 December 2016 - 08:36 PM

View PostTesunie, on 30 December 2016 - 08:32 PM, said:



Oh, I recall when Betty stated you where targeted. That lasted... what? A week maybe two?

So that beep that's always there, with or without the module, is enemies getting/losing locks on you, as well as your teammates getting and losing locks? Makes me think it's not a very helpful beep then. Posted Image

I don't find it useful unless I'm hunting the last few. Lets me know I'm facing the wrong direction. Otherwise I generally tune it out.

#7066 Brenden

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Posted 31 December 2016 - 09:02 PM

View PostTesunie, on 30 December 2016 - 07:40 PM, said:


Mostly due to dramatic story telling as well as game play balance. Although, there are actually weapons that can hit that far out, and for much greater damage. However, they are expensive, heavy, and typically required a mech or vehicle built solely around said weapons.

However, we actually do have weapons in the game that can hit that far. Gauss rifles, ERPPCs and ERLLs can hit that far, though not very hard at those ranges.

Now, the bigger question is, are you referring to this game? Battletech as a whole? The novels? The Table Top game? Basic or advanced rules for said TT game? Etc. In lore and advanced rules for TT, you can hit people at very far ranges (but it isn't easy to do so).



Then, I refine my question even farther. That chirp, is that enemies losing sight/lock on you? Or is that the sound of teammate's locks being gained/lost? I've always noticed the chirp you reference to when I see enemy blips on my mini-map come and go (typically in the beginnings of the match).

I would love this to be clarified, of anyone can do so in a solid manner.

Battletech in general, in lore and in game.
Why can't they mount that HELL laser?

#7067 DavidStarr

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Posted 01 January 2017 - 07:01 AM

In the mech designation, for instance, GHR-5N, does the 5N mean anything comprehensible, or is it just a randomly generated number+letter?

#7068 TercieI

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Posted 01 January 2017 - 07:59 AM

View PostDavidStarr, on 01 January 2017 - 07:01 AM, said:

In the mech designation, for instance, GHR-5N, does the 5N mean anything comprehensible, or is it just a randomly generated number+letter?


Most of them mean something in lore. The number is usually a design iteration (i.e. It's the 7th major design) and the letter is the originator (M-Marik, K-Kurita, X-Experimantal, P-Piranha created, etc.)

#7069 Rogue Jedi

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Posted 01 January 2017 - 08:33 AM

for the IS Mechs it is as Terciel said, however the Clan Mechs designation is just a letter for the order in which the configuration/varient was created, Prime, A, B, C ect being the order for Omnimechs and nothing after the base designation then 1, 2, 3 being the order for Battlemechs, Heroes being one off designs do not fit into that order, and the letter in brackets e.g. (F), (C),(P) sometimes had an alternate meening in lore, for example the AS7-D(C) in lore was a clan tech refit of the AS7-D, leading to some confusion amoung players when the Clan Mechs were released and someone purchased the AS7-RS(C) and complained because they could not put Clan equipment on it.

if the Mechs base chassis designation included a number as far as I have been able to determine that meens nothing, so all varients of Jenner were JR7- all Firestarter varients were FS9-. as far as I know only the Atlas has multiple numbers, the vast majority of canon Atlas varients were AS7- but there was an AS8-D which was apparently a prototype redesign based on the Atlas but was ironicly closer in appearance to the origional desigh than the AS7-D-H series Atlas II, and the AS7-D-2 Atlas III which did look noticably diferant to the base model Atlas

#7070 IraqiWalker

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Posted 01 January 2017 - 10:51 AM

View PostBrenden, on 31 December 2016 - 09:02 PM, said:

Battletech in general, in lore and in game.
Why can't they mount that HELL laser?

because it's not worth it, and it would be far too expensive, even compared to the total expenses of fielding mechs.

think about it. How big, how heavy, and how expensive is the ERLL?

Now try to scale that to a laser that can hit at those ranges, that isn't a naval weapon. At some point, it becomes just not worth it.

Plus, most mech combat isn't done in open planes that have no cover for kilometers on end. Even the Egypt campaign had mechs hiding behind dunes.

#7071 Tesunie

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Posted 01 January 2017 - 06:17 PM

View PostBrenden, on 31 December 2016 - 09:02 PM, said:

Battletech in general, in lore and in game.
Why can't they mount that HELL laser?


In the game and for story telling, the ranges of weapons were created for dramatic effect. It was seen as more dramatic to have giant walking vehicles fight closer to each other, and even occasionally going into hand to hand combat. It was added for dramatic flare as well as a but of game play balance (more powerful weapons need to get closer).

In lore and more advanced rules (most people probably played the TT game with just the basic rule sets), you could actually shoot your weapons at up to x3 of their base range, but the farther out it was the harder it was to hit. Some of this was seen as the targeting computer limitations, weapon calibrations as well as just the limits of the weapons themselves. So, in actual fact, there are many weapons that can punch well past 1000m, just good luck actually hitting with it. (These rules were originally implemented into the game for many weapons, but between instant convergence of all weapons and player driven accuracy over a targeting computer accuracy (delayed convergence of your weapons), people were causing serious damage at some crazy ranges. Not to mention, it was rendering some weapons completely useless. Why take an AC10, when you can take an AC20 that can deal 10 damage at the same ranges as an AC10, and 20 damage as it gets closer?)

Also, consider that the entirety of Battletech (as far as Lore and it's base concepts) where driven and written out back in the 70s-80s. Many of the concepts where limited to thoughts and ideas of things at that time. Considering how much more advanced technology has become since those days... Some of the base core concepts are showing their age, but you can't exactly change them without throwing everything else out of alignment.

Suffice to say, some of it is for dramatic effect, some of it is for game balance, some of it actually did exist in more advanced rule sets, and some of it is because of the age that the core of the system was created around.

View PostRogue Jedi, on 01 January 2017 - 08:33 AM, said:

...and the letter in brackets e.g. (F), (C),(P) sometimes had an alternate meening in lore, for example the AS7-D(C) in lore was a clan tech refit of the AS7-D, ...


I have never heard of this. As far as I understand and know, the (C) and other (designations) are all PGI as they just represent different "premium" mechs/variants. If an Atlas had clan tech, it typically was a one off field refit, or was a completely new chassis variant (such as the Atlas D-DC compared ti the RS, and the DC actually stood for "Dual Cockpit").

As for Clan mech designations, I believe the letter designation tended to match a role the mech would play. I tend to notice that C variants are more close range mechs, and S variants are normally speced out for in city fighting (typically designed after the Clans fought the IS forces and adapted to their tactics), B seems to be more missile/support oriented, A appeared to be more long range oriented, etc. In this though, I could be very wrong...

#7072 Rogue Jedi

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Posted 02 January 2017 - 03:43 AM

View PostTesunie, on 01 January 2017 - 06:17 PM, said:

I have never heard of this. As far as I understand and know, the (C) and other (designations) are all PGI as they just represent different "premium" mechs/variants. If an Atlas had clan tech, it typically was a one off field refit, or was a completely new chassis variant (such as the Atlas D-DC compared ti the RS, and the DC actually stood for "Dual Cockpit").


As for Clan mech designations, I believe the letter designation tended to match a role the mech would play. I tend to notice that C variants are more close range mechs, and S variants are normally speced out for in city fighting (typically designed after the Clans fought the IS forces and adapted to their tactics), B seems to be more missile/support oriented, A appeared to be more long range oriented, etc. In this though, I could be very wrong...


I know Sarna is not always 100% accurate but I doubt it would be this far out

http://www.sarna.net...las_(BattleMech)
AS7-D (C)
A Clan-tech retrofit of the AS7-D Atlas, the Atlas C replaced the older autocannon and missile launchers with a Clan standard Ultra AC/20, Swarm LRM compatible LRM-20, and Streak SRM-6 launchers; but the Inner Sphere Medium Lasers remained unchanged. Lighter Clan components allowed the Atlas C to carry 3 tons of autocannon ammunition.[15][16] BV (2.0) = 2,306

http://www.sarna.net/wiki/Thunderbolt
TDR-5S (C)
A Clan technology retrofit of the original TDR-5S Thunderbolt built in 3050, the Thunderbolt C replaces only the original weaponry - all structural components are unaltered. The standard weapon systems have been replaced with a Clan Large Pulse Laser, a single torso-mounted ER Large Laser, and arm mounted ER Medium Laser and two ER Small Lasers.[15] BV (2.0) = 1,593[16]

I know there are other examples but I cannot remember which chassis

Edited by Rogue Jedi, 02 January 2017 - 03:44 AM.


#7073 DavidStarr

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Posted 02 January 2017 - 04:07 AM

The stock Bounty Hunter II loadout has Gauss rifle, Gauss ammo and CASE in the right torso. Does CASE do anything useful here? I thought it only affects ammo, and Gauss ammo is inert. Will CASE contain the Gauss rifle explosion and prevent it from ripping off my ST?..

Edited by DavidStarr, 02 January 2017 - 04:08 AM.


#7074 Rogue Jedi

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Posted 02 January 2017 - 05:07 AM

View PostDavidStarr, on 02 January 2017 - 04:07 AM, said:

The stock Bounty Hunter II loadout has Gauss rifle, Gauss ammo and CASE in the right torso. Does CASE do anything useful here? I thought it only affects ammo, and Gauss ammo is inert. Will CASE contain the Gauss rifle explosion and prevent it from ripping off my ST?..

as MWO is at current then no, the CASE does nothing usefull
All the CASE does in that situation is reduce the damage done to your engine by restricting damage done to the side torso, your Mech is still dead but if repair costs ever come back (highly unlikely) the XL engine suffers minor damate rather than being destroyed, so that saves you 3-5 million on replacing it

Edited by Rogue Jedi, 02 January 2017 - 05:07 AM.


#7075 cleghorn6

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Posted 02 January 2017 - 05:54 AM

To answer the general question, I believe CASE will contain a Gauss explosion. Just in this case that's not terribly useful to you.

#7076 DavidStarr

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Posted 02 January 2017 - 06:39 AM

View Postcleghorn6, on 02 January 2017 - 05:54 AM, said:

To answer the general question, I believe CASE will contain a Gauss explosion. Just in this case that's not terribly useful to you.

So if I had other stuff in the ST alongside Gauss rifle, then CASE would actually be useful?

#7077 MechWarrior Black Knight

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Posted 02 January 2017 - 07:05 AM

View PostDavidStarr, on 02 January 2017 - 06:39 AM, said:

So if I had other stuff in the ST alongside Gauss rifle, then CASE would actually be useful?

yes

#7078 IraqiWalker

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Posted 02 January 2017 - 07:28 AM

View PostDavidStarr, on 02 January 2017 - 06:39 AM, said:

So if I had other stuff in the ST alongside Gauss rifle, then CASE would actually be useful?

not for protecting those other stuff.

CASE only prevents the explosion from traveling past the section it's in.

So if you were running a STD engine mech, with a GR in the ST, and CASE, and something else, if the GR explodes, everything in the ST will get hit. CASE will only stop the hit from traveling past the ST into other sections.


If you're running an XL engine, and the GR explodes in your ST that has CASE, your mech is dead (for Inner Sphere XL). However, the bill to repair the engine would be cheaper, as only one section of it was destroyed, instead of the whole thing.

Since we have no repair costs in the game anymore, it's wasted tonnage to put CASE in XL STs.

#7079 Rogue Jedi

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Posted 02 January 2017 - 08:49 AM

View PostDavidStarr, on 02 January 2017 - 06:39 AM, said:

So if I had other stuff in the ST alongside Gauss rifle, then CASE would actually be useful?

no, the case would not protect the other equipment in that componant.

all CASE does is prevent the damage from traveling to other componants (e.g. CT or Arm)

#7080 Koniving

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Posted 02 January 2017 - 08:50 AM

View PostAggroBeatch, on 28 December 2016 - 08:26 PM, said:

Hello
Where can I see a full list of special mechs? When they were introduced to the game, a conditions for receiving etc.

A list like this doesn't exist.
If you mean all the ones that fall under "Special" for the Mechblab's select mech...


I can give you a list of the special Loyalty mechs. Conditions, etc. I cannot give you as they are quite varied and wide though I will try my best.

2016:
Stalker 3FB(L) (Get 2 Collector models of IS mechs OR a whole 80 dollar package)
Summoner F (L)
Summoner M (L)(Both of these required you to get 2 collector models of Clan mechs, Origins IIC, or the complete of any other package [the listed ones were the cheapest routes)
Blackjack 2 (Buy MC)
Cataphract 3L(L) (Buy any level of any IS preorder within X timeline in the past,)
Hellbringer F(L) (Buy any level of any Clan preorder within X timeline in the past)


2015 loyalty mechs.
Zeus 9S2 (L)
Nova D (L)
Wolverine 7D(L)
Cicada 3F(L)

Original 3 Loyalty mechs 2014. (Offered twice, once in 2015).
Centurion AH(L)
King Crab 000 (L)
Atlas AS7S (L)

Other "Special" mechs..
NCIX Centurion A. Post code NCIXMECH into redeem bar on site.
Jenner D (S) - Sarah's Mech; special one for donating 10 dollars to a specific Canadian cancer research institute (2013)

Now:
(S)team bought 'Mech
(S)pecial Collector's Edition -- you spent 20 bucks like a fool instead of spending 15 on the hero.
(L)oyalty

Packages:
(P) Project Phoenix
(I) Invasion.1, 2, 3
(O) Origins.
(F) Operation Inception aka Founders.
® Resistance 1, 2, etc.
(G) Person who donated 500 dollars to Infinite Game Publishing and now has a 'gold' Mech.


Others:
(C) Champion. Categorized under Champions.
No suffix. Heroes. Categorized under Heroes.





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