Kintaros + Missile Doors?
#1
Posted 27 June 2014 - 06:31 AM
mech lab it doesn't look like it has a door.
#2
Posted 27 June 2014 - 06:34 AM
Just checked in the training grounds, and yes, hitting / does cause the CT missiles to fire at the same time as the others. I can't see if there's an open flap or not, though.
Edited by YaKillinMeSmalls, 27 June 2014 - 06:38 AM.
#3
Posted 27 June 2014 - 06:35 AM
#4
Posted 27 June 2014 - 06:37 AM
Bigbacon, on 27 June 2014 - 06:31 AM, said:
It has up to 2 doors.
Images in the field.
Kintaro variant: Golden Boy.
Pilot: Koniving
Screenshots: Lordred.
All but one Kintaro has doors on the CT.
A door adds 10% protection to the body part it is attached while closed.
#5
Posted 27 June 2014 - 06:39 AM
http://mwo.smurfy-net.de/
According to it, the Kintaro has Missile Doors on the center-torso launchers (and only on CT launchers).
(indicated with the four-squares-symbol on the launcher, but only on the overview tables)
In game, you should have that little lamp indicating missile doors somewhere in the cockpit. (green when open, yellow when closed). That bulb should have a visible thick wire going to it.
#7
Posted 27 June 2014 - 06:42 AM
YaKillinMeSmalls, on 27 June 2014 - 06:40 AM, said:
Maybe see if it's listed on the new quirks display. But I do believe the original patch notes on the first doors is 10% more protection while closed. It takes more than 2 AC/20s to remove the armor of closed catapult doors that max at 40 armor.
Edited by Koniving, 27 June 2014 - 06:43 AM.
#9
Posted 27 June 2014 - 07:02 AM
I wasn't sure if there was some kind of bug or if it had doors. like a mini chain fire.
Catalina Steiner, on 27 June 2014 - 06:45 AM, said:
Yes, Kintaro has onyl CT doors. If you have missiles in other parts of the mech, there are none. The Kintaro is really an exception.
the hell?!? I'd never notice that light. Heck it took me a good 20 seconds to notice it in your photos...
almost now wish there was an game option to 'always have doors open' so I don't need to remember ot push a button every round.
Edited by Bigbacon, 27 June 2014 - 07:04 AM.
#10
Posted 27 June 2014 - 07:11 AM
Bigbacon, on 27 June 2014 - 07:02 AM, said:
I wasn't sure if there was some kind of bug or if it had doors. like a mini chain fire.
the hell?!? I'd never notice that light. Heck it took me a good 20 seconds to notice it in your photos...
almost now wish there was an game option to 'always have doors open' so I don't need to remember ot push a button every round.
The missile door mechanic itself and the indicator are another really opaque part of MWO. Hopefully one day the tutorials will be expanded to include more information like this. I too have wished you could default the doors open and toggle them closed. The KTO does benefit from the protection of closed doors though, so I would not recommend leaving them open all the time.
#11
Posted 27 June 2014 - 07:24 AM
Catalina Steiner, on 27 June 2014 - 06:45 AM, said:
Edit: Ah NOW I know what you mean (after readin your very informative Thread "http://mwomercs.com/...2-weapon-doors/" )
Edited by Lord Sevenous, 27 June 2014 - 07:40 AM.
#12
Posted 27 June 2014 - 12:21 PM
YaKillinMeSmalls, on 27 June 2014 - 06:40 AM, said:
I thought they took 10% more damage if the doors were open and regular if closed?
Easy to test - the Catapult in the testing grounds of Forest Colony has 40 armor on it's arms
Take an AC20 out there, shoot the arms twice, and all armor is...
Not gone.
10% reduction in effect.
#13
Posted 27 June 2014 - 01:24 PM
#14
Posted 27 June 2014 - 02:36 PM
Koniving, on 27 June 2014 - 06:37 AM, said:
A door adds 10% protection to the body part it is attached while closed.
NVM question answered...
Edited by Tylerchu, 27 June 2014 - 02:37 PM.
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