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Koshi, Hardwired Active Probe


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#21 Mcgral18

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Posted 18 September 2014 - 08:07 AM

View PostKevjack, on 18 September 2014 - 07:57 AM, said:

Not quite true. I haven't seen a fixed targeting computer yet.


Don't believe we've gotten one yet. Doesn't quite work like TT either; the weight scales with the weapon tonnage.

#22 DocBach

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Posted 18 September 2014 - 08:08 AM

View PostKevjack, on 18 September 2014 - 07:57 AM, said:

Not quite true. I haven't seen a fixed targeting computer yet.


None of the 'Mechs have fixed targeting computers because the weight of the computer was dependent on how many weapons it carried so it would vary between configurations.

#23 Kain Demos

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Posted 18 September 2014 - 08:29 AM

View PostMetus regem, on 18 September 2014 - 07:08 AM, said:

Doesn't bother me in the slightest, Active Probes are in all of my Clan mechs anyways, 'cause well **** ECM!

Note: I love working under an ECM sheild for my my Adders, War Hawk and Timber Wolf...


I do this as well. So far the only chassis I've mastered are the three Timber Wolf and Dire Wolf variants but every single one of them has CAP/Mk1 TC(or in the DWs case Mk 2 or 3 if I have weight left over) because I like sensor range/target info.

Once I get into the Stormcrow/Nova and smaller 'mechs though I may have to make some concessions.

#24 Joseph Mallan

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Posted 18 September 2014 - 08:39 AM

though I feel your pain, the rules for Omnis have already been decided by the DEVs.

#25 verybad

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Posted 18 September 2014 - 08:41 AM

Make hardwired equipment mroe effective...hardwired engine heatsinks are after all right?

So give that equipment say 1.5 times the normal capability and you've suddenly got something interesting....

#26 Mcgral18

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Posted 18 September 2014 - 08:44 AM

View Postverybad, on 18 September 2014 - 08:41 AM, said:

Make hardwired equipment mroe effective...hardwired engine heatsinks are after all right?

So give that equipment say 1.5 times the normal capability and you've suddenly got something interesting....


Internal engine heatsinks are 2.0, but the heatsinks stored inside the engine, more than 10 DHS, are only 1.4

It's a nice thought, but AP isn't really the most useful thing. It doesn't have much tonnage for streak launchers.

#27 Carrie Harder

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Posted 18 September 2014 - 08:44 AM

View Postverybad, on 18 September 2014 - 08:41 AM, said:

Make hardwired equipment mroe effective...hardwired engine heatsinks are after all right?

So give that equipment say 1.5 times the normal capability and you've suddenly got something interesting....

So that means the Badder would now get a SUPER Flamer!

#28 1453 R

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Posted 18 September 2014 - 08:54 AM

People are making a mistake of language here, methinks. Some of them, anyways.

An OmniMech's base configuration and its Prime configuration are not at all the same thing. The base configuration is the default OmniMech, with all optional equipment (Omnipods, in MWO) removed. What's left after that is hardwired to the chassis and can't be mucked with.

The Missed Lynx does indeed have a fixed Active Probe in its head, which is part of the base configuration rather than any given variant, as well as six fixed jump jets. As it was designed as a recon 'Mech of sorts, the fixed probe makes some sense. Fixed jets have had everyone swearing since the Clans were introduced, but I have no sympathy for people who, to this day refuse to take more than one jump jet on a 'Mech for any reason and have had a direct hand in contributing to the current, lamentable state of jump jets. The Missed Lynx was designed to jump. Deal with it.

#29 Joseph Mallan

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Posted 18 September 2014 - 08:59 AM

View Postverybad, on 18 September 2014 - 08:41 AM, said:

Make hardwired equipment mroe effective...hardwired engine heatsinks are after all right?

So give that equipment say 1.5 times the normal capability and you've suddenly got something interesting....

Don't get me started on that one! -_-

#30 Revis Volek

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Posted 18 September 2014 - 09:32 AM

View Post1453 R, on 18 September 2014 - 08:54 AM, said:

People are making a mistake of language here, methinks. Some of them, anyways.

An OmniMech's base configuration and its Prime configuration are not at all the same thing. The base configuration is the default OmniMech, with all optional equipment (Omnipods, in MWO) removed. What's left after that is hardwired to the chassis and can't be mucked with.

The Missed Lynx does indeed have a fixed Active Probe in its head, which is part of the base configuration rather than any given variant, as well as six fixed jump jets. As it was designed as a recon 'Mech of sorts, the fixed probe makes some sense. Fixed jets have had everyone swearing since the Clans were introduced, but I have no sympathy for people who, to this day refuse to take more than one jump jet on a 'Mech for any reason and have had a direct hand in contributing to the current, lamentable state of jump jets. The Missed Lynx was designed to jump. Deal with it.



Is there people who still use 1 jj? I never saw the reason or the benefit from only 1 jj.....but then again i like to jump high!

I was more or less hoping the Mist Lynx would get them in the legs like omnis like the KTF....but i didnt read the TRO. Either way i am gonna love this thing im sure!

Edited by DarthRevis, 18 September 2014 - 09:34 AM.


#31 Joseph Mallan

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Posted 18 September 2014 - 09:35 AM

View PostDarthRevis, on 18 September 2014 - 09:32 AM, said:



Is there people who still use 1 jj? I never saw the reason or the benefit from only 1 jj.....but then again i like to jump high!

The last time there was a reason to only have One JJ was Closed Beta IIRC. Back then 1 JJ gave a spider the same jump profile as 12! imagine the extra gear you could add to mechs with a glitch like that! :unsure:

Edited by Joseph Mallan, 18 September 2014 - 09:35 AM.


#32 Kitty Bacon

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Posted 18 September 2014 - 09:36 AM

Koshi, 25 tons, 6 JJs, fixed AP, 3 ERMlas, 2 CSSRM2s, possibly ECM if config right... Sounds like a Clan version of the Raven right there, and I have seen the 3 Mlas, 2 Streak 2 Raven do games of over 1k damage and barely be scratched. I am really excited to see how this little deamon does out there on the field with the lighter weight Clan weapons!

#33 Fire and Salt

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Posted 18 September 2014 - 09:53 AM

I don't want the active probe to be removable....because lore.



I do think that the first 10 DHS should count as true doubles on ALL mech.



Seriously, look at what mech it would buff.

Commandos, locusts, and the crappy clan lights.

It would not buff a single actually competitive mech.... OK, maybe the BJ but only by .6 difference in heat dissipation.





If you disagree, thats your choice, but we will all know that you are scared of locusts.

#34 Koniving

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Posted 18 September 2014 - 10:07 AM

View PostMcgral18, on 18 September 2014 - 06:56 AM, said:

This 25 tonner, which is slower than the Clan's 45 tonner, will have 4 tons of hardwired equipment, and 6.5 tons of pod space once you max out the armour.

6 JJs accounts for 3 tons, and then a hardwired Active Probe is located in the head, taking a full ton from the potential pod space, over 10%.

This is on top of requiring 3 external DHS, which means it will never have the same dissipation or heat capacity of a 250+ rated mech, and no torso mounted weapons.

Should PGI allow the AP to be removed? I asked on Twitter, but I've gotten no response.

7.5 tons vs 6.5 tons won't be much, but every bit helps on a 25 ton mech.


What I have in Megamek, removing only the non-fixed weapons and maximizing armor:
Koshi (Myst Lynx) 6 tons.
Fenris (Ice Ferret) 9 tons.
Loki (Hell Bringer) 20.5 tons. (23.5 tons; I missed some anti-personnel pods and an AMS).
Man o War (Gargoyle) 19.5 tons.

That's removing the anti-personnel pods as well, as it's a safe assumption that we won't be dropping bombs on infantry any time soon. (Where are they getting 6.5 and 7.5 tons? I can understand some left over tonnage as that final half ton of armor isn't eaten for just a couple of points but damn do we really get THAT much slack?)

I should note their IS equivalent examples of mech tonnages are Myst Lynx to Commando (25 tons), Ice Ferret to Vindicator/Blackjack (45 tons), Hell Bringer to Jagermech/Catapult/Thunderbolt (65 tons) and Gargoyle to Awesome/Victor.

These are not 35, 55, 75, or 100 ton mechs so you should not expect the best the world has to offer.

Now... if the Active Probe had the true abilities of TT's Active Probe... I'd say "screw you guys, don't ever take it away from me."
But then again I'd have a 1,080 meter radius, 360 degree radar that'll detect enemies regardless of line of sight for 10 to 20 seconds every so often in addition to the many other benefits of Active Probes.

Not sure what I'd say for how it currently is, though.
I'd have to actually try the mech first.

(Scenario with Clan Active Probe.)
Spoiler

Edited by Koniving, 18 September 2014 - 12:24 PM.


#35 Mcgral18

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Posted 18 September 2014 - 10:08 AM

View PostFire and Salt, on 18 September 2014 - 09:53 AM, said:

I don't want the active probe to be removable....because lore.



I do think that the first 10 DHS should count as true doubles on ALL mech.



Seriously, look at what mech it would buff.

Commandos, locusts, and the crappy clan lights.

It would not buff a single actually competitive mech.... OK, maybe the BJ but only by .6 difference in heat dissipation.





If you disagree, thats your choice, but we will all know that you are scared of locusts.


I say that 1 ton would be useful spend elsewhere, like for a ton of ammo.

I agree on the heatsinks.

Your Lolcust does have the hardpoint advantage over this Meth Lynx, along with speed. Armour isn't that different either.

#36 Bishop Steiner

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Posted 18 September 2014 - 10:09 AM

View PostKoniving, on 18 September 2014 - 10:07 AM, said:



Now... if the Active Probe had the true abilities of TT's Active Probe... I'd say "screw you guys, don't ever take it away from me."
But then again I'd have a 1,080 meter radius, 360 degree radar that'll detect enemies regardless of line of sight for 10 to 20 seconds every so often in addition to the many other benefits of Active Probes.

Not sure what I'd say for how it currently is, though.
I'd have to actually try the mech first.

Not really true
http://www.sarna.net...le_Active_Probe

Sorry

#37 Mcgral18

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Posted 18 September 2014 - 10:11 AM

View PostKoniving, on 18 September 2014 - 10:07 AM, said:


What I have in Megamek, removing only the non-fixed weapons and maximizing armor:
Koshi (Myst Lynx) 6 tons.
Fenris (Ice Ferret) 9 tons.
Loki (Hell Bringer) 20.5 tons.
Man o War (Gargoyle) 19.5 tons.


The armour rounding does account for the missing .5 tons; they go half ton increments, with wasted tonnage if you don't use the full half ton.

Loki, something is wrong there. 23.5 with max from what I've seen.

#38 verybad

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Posted 18 September 2014 - 10:19 AM

View PostCarrie Harder, on 18 September 2014 - 08:44 AM, said:

So that means the Badder would now get a SUPER Flamer!


Why not, seriously hardwired stuff is a penalty to the mech, so give it an upside.

#39 Koniving

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Posted 18 September 2014 - 10:22 AM

View PostMcgral18, on 18 September 2014 - 10:11 AM, said:


The armour rounding does account for the missing .5 tons; they go half ton increments, with wasted tonnage if you don't use the full half ton.

Loki, something is wrong there. 23.5 with max from what I've seen.

Some stuff hid among the parts.
(AMS and 4 Apods were hiding in the head and feet.)
I now have 23. Removing the targeting computer freed ZERO tonnage...?????!
That's with 13.5 tons of armor.

View PostFire and Salt, on 18 September 2014 - 09:53 AM, said:

I do think that the first 10 DHS should count as true doubles on ALL mech.


Agreed.
Though if the "cool run bonus" wasn't up to 15% and "heat containment" wasn't 20%, we could have 100% true doubles on all mechs without much trouble. :)

#40 Bront

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Posted 18 September 2014 - 10:26 AM

View PostDONTOR, on 18 September 2014 - 07:29 AM, said:

What I want to know is why is it 113 KPH on MWO but 118 KPH on Sarna? That 6 KPH could make a difference.

Rounding up of a half-movement point in TT Rules (it goes 7/10.5, rounded up to 7/11)





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