Moenrg, on 05 June 2014 - 08:22 AM, said:
It is less than 2 weeks til our mechs arrive and there are still far too many questions that already should be answered.
1) What do targeting computers do? If nothing, can we remove them?
2) Do clan weapons have ghost heat? If so, is it the same as IS weapons? And if so, will double tapping a UAC-20 result in a ghost heat penality? What will happen if we mount 2xUAC-20's on a Dire Wolf, will a double tap be like firing 4 at once?
3) It was stated in a NGNG broadcast that Clan Double heatsinks are "very efficient" what is their exact value? This is very important since some clan weapons are hotter and many builds only work with true double heat sinks.
4) Since UAC's fire in burst mode, what is the duration of the burst? One would assume it's less than weapon duration, so would UAC-2's have a ghost heat penality if fired in more groups than 2? Would the penality be for each burst? Are the bursts for all UACs like pulse lasers or do they have a cone of fire like MG's?
5) What was exactly meant by "redistributing armor" on clan mechs? Can we add armor or not? The limitations on Omnimechs means we will be removing some weapons on certain mechs to get our armor up to MWO standards - throwing in an additional balance mechanism. Has this been accounted for?
6) Since IS mechs are significantly better than 3050 mechs fielded against the clans in TT and are in fact much more like Star League era mechs - has this been taken into account when "balancing" clan weapons?
7) What is the speed of "ripple" fire on SSRM's?
8) Since you told us what configurations are available, could you let us know what extra torso's/arms are available (i.e. will we get the Kit Fox "C" right arm)?
Was expecting a post this week on our weapons, maybe this will prompt them. I have a feeling that these questions haven't been given too much thought, but detailed communication on our weapons and their capabilities would be welcome and may even help people sitting on the fence. I can completely understand people wanting to make a more informed decision, and information can only help.
Best knowledge/speculation/semi-logical mass guessing on each subject:
1.) No idea. Given PGI, the current lead theory is Command Console Syndrome. If the thing’s not fixed to the base chassis, and it’s not in any known or current OmniMech I know of, you can remove it just fine.
2.) You can rest absolutely assured that Clan weapons will suffer from ghost heat. Double-tapping UACs shouldn’t impact Ghost Heat, but I wouldn’t be terribly surprised if it did on launch, and was later* patched into working properly. No assurances on how CUACs will work yet, and no
official confirmation of ghost heat for Clan weapons, but I can absolutely guarantee they’ll get Ghost Heat’d. Otherwise the Warhawk would crush anything and everything in front of it.
3.) Most likely that was stated in regards to their size, not any extra efficiency of IS DHS. Clan DHS have the same cooling capacity as IS sinks in 66% of the physical space, making them much more efficient for their size. Don’t expect any extra cooling benefits over IS DHS, just expect to be able to cram more of them in a ‘Mech if you can find the tonnage.
4.) Nobody’s got a clue. However, it is almost certain that a single trigger pull of a CUAC counts as a single trigger pull for purposes of ghost heat. The separate shells of the burst itself won’t trigger ghost heat penalties – it would be absolutely stupid if firing one autocannon
once triggered ghost heat. As for how long/short the cannon burst is nobody’s said word one. I’m assuming/hoping somewhere in the realm of an IS pulse laser, but that’s just a faint pipe dream on my part.
5.) Nobody’s confirmed what redistributing armor means. Pessimists assume that the word ‘redistribute’ excludes adding or removing armor, and that the ‘Mech will be illegal if its final armor total doesn’t match its initial armor total, and they may well be right. The only release ‘Mech this will be a serious problem for, if true, is the Summoner. Optimists are assuming that Piranha’s going to let us play with armor as we see fit, adding and/or subtracting points in order to patch up weak plating or shave an extra half-ton somewhere for a laser upgrade. Once again however, to the best of my knowledge nobody’s 100% confirmed it one way or another.
6.) We can only hope. It would make sense, but PGI’s done things that make no bloody sense before. That said, as I remember it Paul’s goal was to make the weapons more-or-less equivalent with each other, just different in flavor, and let the OmniMech customization restrictions thing balance the ‘Mechs themselves.
7.) No official clue whatsoever. All I can say is ‘slower than you’d like. Guaranteed.’
8.) I’m going to bet that we won’t see any extra OmniPods on sale at all in the initial release. We get what we get in the Clan packages and extra OmniPods come later, when Piranha needs more money. Doesn’t make sense for them to flood the market with extra configuration options on top of the brand spanking new OmniMechs we’ve already got. Once again, however…no official news.
You know, I’m sensing a theme here…