Jump to content

- - - - -

Short Question, Short Answer


10382 replies to this topic

#9041 Tier5ForLife

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 481 posts

Posted 01 September 2018 - 10:57 AM

I picked a bad week to run out of Modafinil.

View PostTesunie, on 01 September 2018 - 10:41 AM, said:


some of the previous blank spaces were filled in with Flamer skill nodes. So those blank spots may down the road become filled with a skill node (maybe Plasma Rifle related ones for example). On the other hand, they may remain blank as just blocks to channel skill nodes and provide resistance to certain skills, making it an investment still to get those skills.



NOT THE FLAMERS. All of my troll builds (83% of my builds) are based on the use of Flamers.

#9042 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,675 posts
  • LocationSeraphim HQ: Asuncion

Posted 01 September 2018 - 11:53 AM

View PostLikeUntoBuddha, on 01 September 2018 - 10:57 AM, said:

I picked a bad week to run out of Modafinil.




NOT THE FLAMERS. All of my troll builds (83% of my builds) are based on the use of Flamers.


I mistyped something there. The previous black spaces where filled in with Flamer nodes.... Not use to be... (I must have changed my sentence from "There use to be blank spaces that got filled in with flamer nodes" to "Some of the blank spaces got removed for flamer nodes"....)

#9043 Jonathan8883

    Member

  • PipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 708 posts

Posted 01 September 2018 - 06:58 PM

Which PPCs do 5 splash damage, and which do not?
Do only Clan ER PPCs get this (for an effective damage of 15 vs rated of 10)?

#9044 General Solo

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • 3,625 posts

Posted 01 September 2018 - 09:45 PM

Moi thinks it's, Clan ER-PPC 10 points pinpoint damage and two lots of 2.5 damage splash damage.

All other do no splash damage.

LightPPC- 5 points pinpoint damage and no splash damage with 90m minimum range
IS PPC - 10 points pinpoint damage and no splash damage with 90m minimum range
IS ER-PPC - 10 points pinpoint damage and no splash damage with no minimum range
IS Heavy PPC- 15 points pinpoint damage and no splash damage with 90m minimum range

Edited by OZHomerOZ, 01 September 2018 - 09:48 PM.


#9045 Horseman

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 4,749 posts
  • LocationPoland

Posted 01 September 2018 - 11:32 PM

Only CERPPCs do splash. I'm not sure if it's 10 pinpoint + 5 splash or 15 pinpoint + ??? splash.

#9046 TheCaptainJZ

    Member

  • PipPipPipPipPipPipPipPipPip
  • The CyberKnight
  • The CyberKnight
  • 3,694 posts
  • LocationUnited States

Posted 02 September 2018 - 07:30 AM

View PostKoniving, on 01 September 2018 - 08:09 AM, said:

F4 is the default key for third person, F3 is what many set it to.


PGI changed the default for all players to F3 some time ago. Made more sense I guess.
It's on the keyboard mapping image here: https://mwomercs.com...ide/game-manual

#9047 Reno Blade

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Blade
  • The Blade
  • 3,466 posts
  • LocationGermany

Posted 02 September 2018 - 01:03 PM

View PostOZHomerOZ, on 01 September 2018 - 09:45 PM, said:

Moi thinks it's, Clan ER-PPC 10 points pinpoint damage and two lots of 2.5 damage splash damage.

All other do no splash damage.

LightPPC- 5 points pinpoint damage and no splash damage with 90m minimum range
IS PPC - 10 points pinpoint damage and no splash damage with 90m minimum range
IS ER-PPC - 10 points pinpoint damage and no splash damage with no minimum range
IS Heavy PPC- 15 points pinpoint damage and no splash damage with 90m minimum range

View PostHorseman, on 01 September 2018 - 11:32 PM, said:

Only CERPPCs do splash. I'm not sure if it's 10 pinpoint + 5 splash or 15 pinpoint + ??? splash.

Yes only CERPPC have splash.
The Damage is done to the two adjacent parts and it can "vanish", if the part is not existing (e.g. arm).
Not sure about the splash being transfered as normal transfer-rules (arm/leg->side-Center) or if that vanishes also.

So depending on hit location, we will see this behavior:
1. Hitting Left arm (with existing arm) for 10 dmg (direct part)
+ 2.5 dmg will splash to the left torso
+ 2.5 dmg will splash is vanishing into the air, as there is nothing to the outside of the left arm

2. hitting Left Torso (with the left arm blown off) with 10 dmg (direct part)
+ 2.5 dmg will splash to the center torso
+ 2.5 dmg will splash to the left arm (that is already gone), so the damage transfer rule will transfer the damage to the left torso also with the reduced dmg (i think that is 40% less).

As said, I could be mistaken on the last point above, but the splash should follow the transfer rules of all damage applied.
So in that case, the only time you are not dealing the 15 dmg is if you hit an arm or leg, because you lose 2.5dmg into the air which simulates the PPCs "arching lighning stream" behavior.

#9048 Tier5ForLife

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 481 posts

Posted 05 September 2018 - 08:45 AM

View PostTheCaptainJZ, on 02 September 2018 - 07:30 AM, said:

PGI changed the default for all players to F3 some time ago. Made more sense I guess.
It's on the keyboard mapping image here: https://mwomercs.com...ide/game-manual



Horseman said my problem was for some odd PGI reason, you can't use F-3 in Faction Play.

And I've yet to find any tiny HUD symbols about it.

Edited by LikeUntoBuddha, 05 September 2018 - 08:46 AM.


#9049 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,675 posts
  • LocationSeraphim HQ: Asuncion

Posted 05 September 2018 - 09:01 AM

View PostLikeUntoBuddha, on 05 September 2018 - 08:45 AM, said:



Horseman said my problem was for some odd PGI reason, you can't use F-3 in Faction Play.

And I've yet to find any tiny HUD symbols about it.


FP is considered "Hard Mode". 3rd person view is considered as an aid for new players, and is thus disabled within FP (because FP isn't suppose to be played by new players).

There is no HUD symbol to inform you that 3rd person view is disabled.

#9050 TheCaptainJZ

    Member

  • PipPipPipPipPipPipPipPipPip
  • The CyberKnight
  • The CyberKnight
  • 3,694 posts
  • LocationUnited States

Posted 05 September 2018 - 10:14 AM

View PostLikeUntoBuddha, on 05 September 2018 - 08:45 AM, said:



Horseman said my problem was for some odd PGI reason, you can't use F-3 in Faction Play.

And I've yet to find any tiny HUD symbols about it.

Yeah...that's true. I forgot about that. In MW4 (which I never played until much later and only single-player) it was apparently used as an exploit to peak around terrain and cover which is why there was such an uproar when it was added when PGI promised it never would be (sounds like it was forced upon them by IGP, their (now defunct) publisher). That is also why it's gimped and no attention was paid to the "bouncing cursor" (due to line tracing from the cockpit instead of the camera) or the forced arm lock aiming. It was never meant to be. Anyway, to prevent any issues among the more hardcore elements, they disabled it in faction play.

#9051 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,675 posts
  • LocationSeraphim HQ: Asuncion

Posted 05 September 2018 - 10:17 AM

View PostTheCaptainJZ, on 05 September 2018 - 10:14 AM, said:

That is also why it's gimped and no attention was paid to the "bouncing cursor" (due to line tracing from the cockpit instead of the camera) or the forced arm lock aiming.


The reticle bouncing and arm lock were intentional handicaps placed onto the system to keep it primarily as a mobility view rather than a combat mode.

Also, they added that feature in after they left IGP, mostly as an aid to help new players learn their leg movements in relation to their torso. The ground arrow was added in later and was deemed better for the task.

#9052 TheCaptainJZ

    Member

  • PipPipPipPipPipPipPipPipPip
  • The CyberKnight
  • The CyberKnight
  • 3,694 posts
  • LocationUnited States

Posted 05 September 2018 - 10:21 AM

I was fairly sure that was just before they dropped IGP. In any case, it's old history.

#9053 Tier5ForLife

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 481 posts

Posted 06 September 2018 - 08:36 AM

View PostTesunie, on 05 September 2018 - 09:01 AM, said:


FP is considered "Hard Mode". 3rd person view is considered as an aid for new players, and is thus disabled within FP (because FP isn't suppose to be played by new players).

There is no HUD symbol to inform you that 3rd person view is disabled.



Sorry, I was not clear. I've been told that there is a symbol to show if your missile doors are open or closed.

#9054 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,675 posts
  • LocationSeraphim HQ: Asuncion

Posted 06 September 2018 - 08:40 AM

View PostLikeUntoBuddha, on 06 September 2018 - 08:36 AM, said:



Sorry, I was not clear. I've been told that there is a symbol to show if your missile doors are open or closed.


Ah. Yeah... clarity was lacking on what was being talked about.

Though, there isn't a HUD element for that. It probably doesn't have one because most mechs don't have missile bay doors, so it's easier on the mechs that do to have an in cockpit equipment to represent it.

#9055 Tier5ForLife

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 481 posts

Posted 06 September 2018 - 08:52 AM

So are you saying there is "cockpit equipment" for me to look for?

#9056 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,675 posts
  • LocationSeraphim HQ: Asuncion

Posted 06 September 2018 - 09:20 AM

View PostLikeUntoBuddha, on 06 September 2018 - 08:52 AM, said:

So are you saying there is "cockpit equipment" for me to look for?


On the canopy bars, there tends to be some form of box (often two, one for each side) that are missile bay door indicators. It's tiny colored light indicates if your doors are open or not.

There is no cockpit decorative item that does this, if that was what you were thinking.

Some examples:
Centurion (Old, doesn't have missile doors anymore):
Posted Image
See the green light on the left cockpit bar? That's it's missile bay door indicator.

Catapult:
Posted Image
Posted Image
The Catapult has one on each support brace. See how the colors are different here? That's showing the bays open or closed.


Can't recall what colors indicate what anymore, but those are the indicators for your bay doors. They will be in different locations on every mech, but should be in similar positions still. If the mech doesn't have missile doors, then there will be no indicator.

#9057 Tier5ForLife

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 481 posts

Posted 06 September 2018 - 12:30 PM

View PostTesunie, on 06 September 2018 - 09:20 AM, said:


On the canopy bars, there tends to be some form of box (often two, one for each side) that are missile bay door indicators. It's tiny colored light indicates if your doors are open or not.

There is no cockpit decorative item that does this, if that was what you were thinking.

Some examples:
Centurion (Old, doesn't have missile doors anymore):
Posted Image
See the green light on the left cockpit bar? That's it's missile bay door indicator.

Catapult:
Posted Image
Posted Image
The Catapult has one on each support brace. See how the colors are different here? That's showing the bays open or closed.


Can't recall what colors indicate what anymore, but those are the indicators for your bay doors. They will be in different locations on every mech, but should be in similar positions still. If the mech doesn't have missile doors, then there will be no indicator.



You are the "go to" for anything missile-related, lol. Thanks again, I'll look on a testing ground when no one is shooting at me.

#9058 TheCaptainJZ

    Member

  • PipPipPipPipPipPipPipPipPip
  • The CyberKnight
  • The CyberKnight
  • 3,694 posts
  • LocationUnited States

Posted 07 September 2018 - 07:56 AM

The light should be yellow if closed and green when open. It's really a terrible indicator as it's hard to see and yellow and green aren't all that different to look at quickly. You'll know when you fire though because there will be a .5 second delay if closed. I also don't know for how long they stay open after firing if closed. There's a keyboard button for toggling open/closed. Few mechs have doors. The Catapult is the most cited, but the Kintaro (center torso only), Stalker, Archer, do. I'm sure there are others. The Centurion used to before modular weapon models were added.

#9059 AureliusDean

    Member

  • PipPipPipPipPip
  • The Altruist
  • 148 posts
  • LocationWiarton, Canada

Posted 07 September 2018 - 09:08 AM

[Redacted]

Edited by draiocht, 07 September 2018 - 02:23 PM.
unconstructive, inappropriate reference


#9060 Horseman

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 4,749 posts
  • LocationPoland

Posted 07 September 2018 - 10:17 AM

View PostTheCaptainJZ, on 07 September 2018 - 07:56 AM, said:

Few mechs have doors. The Catapult is the most cited, but the Kintaro (center torso only), Stalker, Archer, do. I'm sure there are others. The Centurion used to before modular weapon models were added.

Currently, according to Smurfy,
  • Hellspawn (missile LT only, ie not on Paralyzer)
  • Crab (arms)
  • Kintaro (missile CT only, ie not on KTO-20)
  • Catapult (missile arms only, ie not on K2 or Jester)
  • Archer (side torsos)
  • Stalker (missile arms only, ie not on Misery and not on 4N's left arm)
  • King Crab (arms)

Edited by Horseman, 07 September 2018 - 03:48 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users