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Pointless Things In Builds


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#1 Soy

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Posted 06 May 2015 - 09:38 AM

This isn't really directly related to MWO, but just bear with me for a quick train of thought...

Sarna.net said:

...while not their first choice, Cosara's experience with the Black Watch led them to select a Shigunga MRM-10 Launcher as the Targe's primary weapon, supported by a trio of Diverse Optics ER Small Lasers. A single ton of reloads, twenty-four shots, was carried in a CASE protected ammo bay...


What's up with that?

Can someone explain to me the actual ******* logic behind putting CASE on a mech that uses only one ******* ton of ammo? With a STD engine??? I don't understand.

Now it's a given, I'm analyzing the above thing thru an MWO-centric perspective, which isn't really fair to BT/MW in general as a whole, but... seriously, can someone justify that example or some of the other head scratchers?

It seems to me that there's lots of examples of mechs and armor that has stuff like that in BT/MW. So while this isn't exactly a MWO thing per se, you can sort of see examples of it in game, particularly stock builds etc.

Seems odd that some random mongo nerds on the internet in in 2015 [and surely earlier] can see obvious inefficient or dumb **** on some of these mechs n stuff... so whats up with a thousand years later, these super genius engineers and scientists make questionable decisions from the start? That Targe is a great example. I know that logistics and financial and technological things come into play yada yada yada, but still. Whats the point of that ******* CASE. What's the point of any CASE, ever. **** it. Ride the snake.

K, got that off my chest, gg.

ps - no really, think about it... 24 shots... if you can't get those off before the ammo goes, while you get ***** on in a MASC-capable mech that hauls ass, something is wrong... ****** CASE, I will never understand. NEVER!

Edited by Soy, 06 May 2015 - 09:42 AM.


#2 DaZur

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Posted 06 May 2015 - 09:43 AM

The whole premise of Mechwarrior / Battlemechs is fraught with mind-numbing logic and impractical application.

But then again, IMHO that's kind'a what makes it interesting. The whole thing is as tenuous and imperfect as we are... ;)

Edited by DaZur, 06 May 2015 - 09:43 AM.


#3 AlmightyAeng

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Posted 06 May 2015 - 09:44 AM

"There was only a 1 in 24 chance of the wheels randomly locking up if they didn't put the extra work in on the brake system...but they went ahead and did it anyway."

Sarna.net...the website that implies that people actually really really REALLY care about their mech exploding if they're inside.

#4 LordBraxton

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Posted 06 May 2015 - 09:44 AM

Dont blame Battletech for MWO's broken critical system.

24 shots = 24 turns of battletech = you will never use all of that ammo

You can also roll lucky criticals, even through-armor-criticals in Battletech, and set off an ammo explosion in any component.

In CBT CASE is only useless in a IS XL torso

in MWO... CASE is nvr useful...

Edited by LordBraxton, 06 May 2015 - 09:45 AM.


#5 Ragtag soldier

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Posted 06 May 2015 - 09:47 AM

if a lucky hit, heat issue, or bad fall causes the MRM ammo to light off the 'mech is capable of bringing itself home. i've put CASE on mechs for less reason than that.

#6 Soy

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Posted 06 May 2015 - 09:50 AM

View PostLordBraxton, on 06 May 2015 - 09:44 AM, said:

Dont blame Battletech for MWO's broken critical system.

24 shots = 24 turns of battletech = you will never use all of that ammo

You can also roll lucky criticals, even through-armor-criticals in Battletech, and set off an ammo explosion in any component.

In CBT CASE is only useless in a IS XL torso

in MWO... CASE is nvr useful...


Ye. Word. :)

#7 Bill Shakespear

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Posted 06 May 2015 - 09:51 AM

CASE is extremely useful in TT for IS XL engine mechs.

An ammo explosion will take the torso off and disable the mech (3 engine hits), but the mech won't be a total loss. A half ton investment for CASE is worth it.

#8 Mcgral18

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Posted 06 May 2015 - 09:54 AM

20 shots, 10 damage per shot, 200 damage.


That will straight up kill a 40 ton robot, making it unable to be salvaged or repaired. The RT has 10 internal structure, the CT has 12.

Unless you have a single shot left of that ammo (20 rounds is a very long time) you will die. With the CASE, it allows for 2 ERSLs to keep fighting(at least it's something). Ammo is very volatile in TT, unlike MWO.

#9 Soy

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Posted 06 May 2015 - 09:58 AM

Mcgral, dat attempt tho



xD

#10 Mcgral18

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Posted 06 May 2015 - 10:00 AM

View PostSoy, on 06 May 2015 - 09:58 AM, said:

Mcgral, dat attempt tho



xD


TT is a different game. You'd remove it in MWO, naturally.

#11 Soy

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Posted 06 May 2015 - 10:01 AM

I mean it's a given I said in the OP how I am not being fair judging BT/MW as a whole thru a MWO lens, but still. Still. You were reaching. Some of what you said is legit, but some of it man... I mean, at least you took a swing at it that's noble.

#12 Roadkill

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Posted 06 May 2015 - 10:08 AM

There are considerations in play in TT that have no bearing whatsoever on MWO.

Salvage is a HUGE deal, because Mechs are expensive. CASE will leave that Mech salvageable, and will protect the pilot from an ammo explosion. "Disabled" and "dead" are entirely different things in TT.

#13 Soy

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Posted 06 May 2015 - 10:11 AM

View PostRoadkill, on 06 May 2015 - 10:08 AM, said:

Salvage is a HUGE deal, because Mechs are expensive. CASE will leave that Mech salvageable, and will protect the pilot from an ammo explosion. "Disabled" and "dead" are entirely different things in TT.


That's a great point, mmm... nice.

I like to think that during the succession wars a lot of warfare was conducted almost with 'pirate' rules wherein the goal is not to kill but to capture without doing damage to the vessel, whatever it may be. Cuz that **** be prized, yo.

Edited by Soy, 06 May 2015 - 10:11 AM.


#14 Juodas Varnas

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Posted 06 May 2015 - 10:11 AM

View PostRoadkill, on 06 May 2015 - 10:08 AM, said:

There are considerations in play in TT that have no bearing whatsoever on MWO.

Salvage is a HUGE deal, because Mechs are expensive. CASE will leave that Mech salvageable, and will protect the pilot from an ammo explosion. "Disabled" and "dead" are entirely different things in TT.

Posted Image

#15 Soy

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Posted 06 May 2015 - 10:13 AM

So it's safe to say that if RnR was back in this game even if just for like, CW or something... CASE might have more of a use within MWO..? <_<

#16 Joseph Mallan

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Posted 06 May 2015 - 10:15 AM

24 shots of 10 missiles... 240 damage max internal. CASE vents it safely away from the engine and center torso structure keeping the mech repairable. Which is important IF you have R&R. Pointless otherwise.

#17 Roadkill

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Posted 06 May 2015 - 10:15 AM

<-- Instant Pirate, just add rum!

#18 DaZur

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Posted 06 May 2015 - 10:18 AM

View PostRoadkill, on 06 May 2015 - 10:15 AM, said:

<-- Instant Pirate, just add rum!

Would that be "Butt" or "scourge of the sea" pirate? :ph34r:

:P

Edited by DaZur, 06 May 2015 - 11:26 AM.


#19 Roadkill

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Posted 06 May 2015 - 10:21 AM

View PostSoy, on 06 May 2015 - 10:13 AM, said:

So it's safe to say that if RnR was back in this game even if just for like, CW or something... CASE might have more of a use within MWO..? &lt;_&lt;

They'd have to rework RnR from what it was, but yeah it could be.

Under the old RnR, you didn't get any salvage from friendly Mechs. It paid to be as precise as possible while destroying enemy Mechs because that could increase your RnR significantly, but no salvage was gained from destroyed friendlies. Presumably because the destroyed friendly was restored and given back to the pilot.

But if (for example) they made it so that the cost of restoring the destroyed friendlies was deducted from the salvage awarded to that pilot, then CASE would make more sense. It'd be cheaper to restore your Mech that way.

View PostDaZur, on 06 May 2015 - 10:18 AM, said:

Would that "Butt" or "scourge of the sea" pirate? :ph34r:

:P

You'll have to add rum to find out! :P

(Angostura 1824 or El Dorado 21 will do nicely.)

#20 Soy

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Posted 06 May 2015 - 10:23 AM

Ye... I know... it was still better than no RnR...

...anyways....................

...how cool would it be if CW was like, whatever house your unit or whatever is aligned to, you have access to the mech and tech that house had at this point in the timeline or whatever...

...then...

...you know, you go invade this planet or whatever and if you take it if it has XYZ production/manufacturing capabilities, well, now you have access to that ****...

...all that stuff could be kept 'in-house' ie limited to just your CW mode...

...then you throw in stuff like logistic risk vs reward and RnR in a legit way, and boom...

the solo/group 'regular' queue could tie in to this stuff intangible, cuz you can farm cbills in those modes and then turn to what I just described and that's how you can put the risk and reward all together... Solaris could even be another way to tie it all in in terms of farming funds as a solo to help prepare for a planet attack with your small unit or somethin.......

...that's my MWO dream. -_-

Edited by Soy, 06 May 2015 - 10:26 AM.






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