What Is Additional Structure? Quirk
#21
Posted 06 July 2015 - 09:40 AM
I know i answer question in chat readily when i can.
#22
Posted 06 July 2015 - 09:44 AM
#23
Posted 06 July 2015 - 09:45 AM
DAYLEET, on 06 July 2015 - 09:40 AM, said:
I know i answer question in chat readily when i can.
Lots of misinformation there. For a simple question, probably safe, but something about Crits or how BAP works seem to be questionable.
The whole BAP decreases lock times (they don't), and Dual Gauss not being able to one shot (they can, rarely) come to mind.
Edited by Mcgral18, 06 July 2015 - 10:28 AM.
#24
Posted 06 July 2015 - 10:25 AM
Quote
I found my MW2 book on a visit to TX a some weeks ago and started looking at it a few ago something I did not do back in the day
Just read CASE means cellular ammunition storage equipment
One thing I am wondering about was Russ mentioned bone structure during the town hall meeting a term I haven’t herd before
What was he taking about?
#25
Posted 06 July 2015 - 11:06 AM
Davegt27, on 06 July 2015 - 10:25 AM, said:
What was he taking about?
Without listening to it again I don't know what he was referring to, so I'll just mention the ones I know off the top of my head:
Bones are the "skeleton" of the 'mech's animation rigs; there's a lot of them:
Bone-targeting is used by Streak SRMs, where each missile picks a bone to hit from a pre-defined list corresponding to the hit locations on the 'mech (minus the head - yep, streaks cannot hit the head).
It could also refer to the fact that Host State Rewind previously ignored your 'mech's limbs - this is the fix that's going in tomorrow as a "hit registration fix"; you will now hit instead of miss if your shot hits an arm or a leg in certain HSR situations.
#26
Posted 06 July 2015 - 11:11 AM
Davegt27, on 06 July 2015 - 10:25 AM, said:
What was he taking about?
As part of how the game engine deals with mechs, each hit location has a virtual "bone". Streak missiles, for example, target the center of these bones and fly in as straight a line as the can towards them, and ignore everything in the way (this is why streaks going for the left side will plow into the right from the side, and why the missiles will sometimes nail the terrain, or even hit friendlies). Host State Rewind (HSR, a system designed to mitigate the issues of high ping players) checks where mechs were when shots were trigger pulls were made. HSR used to assume that mechs were in their default motionless stance (facing dead forward relative to the legs as far as I know, legs not in motion) for these purposes, which means torso-rolling against high ping players often didn't work so hot (conversely, it was almost impossible for them to hit the far leg of a mech from the side). With the upcoming changes to HSR it will also track the bones; so arm, leg, and torso positions will be accounted for.
Edited by Escef, 06 July 2015 - 11:13 AM.
#27
Posted 06 July 2015 - 11:29 AM
- Base number of structure points on each component
- Equipped number of armour points (and max armour) on each component
- Extra structure points from quirks on each component
- Extra armour points from quirks on each component
Click for mock-up
#28
Posted 06 July 2015 - 11:34 AM
Edited by Johnny Z, 06 July 2015 - 11:36 AM.
#29
Posted 06 July 2015 - 12:28 PM
Edited by zagibu, 06 July 2015 - 12:29 PM.
#30
Posted 06 July 2015 - 12:30 PM
Johnny Z, on 06 July 2015 - 11:34 AM, said:
As far as I know, trolls being green was originally a D&D thing.
#31
Posted 06 July 2015 - 12:31 PM
#32
Posted 06 July 2015 - 12:33 PM
I wish the game would have some sort of interface to describe all this info to new players or players who have questions about the game...
#33
Posted 06 July 2015 - 12:34 PM
Davegt27, on 06 July 2015 - 07:28 AM, said:
When I first started a year ago I had a lot of questions but I decided to temper my questions because of the nature of forums
6 months or so into MWO I ask a question in the new player section and was told you’re not a new player
So I stopped asking questions in the new player area
Now at the 1 year mark I still have a ton of questions so I thought I would ask one
My only frame of reference is in the F16 world
The F16s additional structure would be thicker bulkheads
(I thought that might be it but I wasn’t sure so I asked)
Anyway I don’t have that many Mechs and I sort of suck at this game so I don’t think giving someone my password would do them any good lol
Ok, first off, fimilarize yourself with how Classic Battletech handles damage. Then understand the mechwarrior functions on the same system, just with inflated hitpoints for locations.
The obvious things you've probably figured out already... your mech is split into 11 parts, 2arms, 2legs, 6torso spots[front and back],and head.
Armor is distributed individually into those spots... Internal Structure Hitpoints however are shared between the front/back torso [it's why you can get cored out yet your back armor stay pristine.]
If you have any questions, nearly everything can be worked out by looking at how Classic Battletech handles things [with the exception of the heat scale and jump jets]
#34
Posted 06 July 2015 - 12:48 PM
stjobe, on 06 July 2015 - 09:35 AM, said:
Edit: Mildly interesting side-note - all internal structure values in MWO are doubled from what they are in TT - except the head, which is quintupled. TT heads have 3 IS, 9 armour max. Yes, a single Gauss or AC/20 hit to the head would instantly kill any 'mech. In MWO, only a dual AC/20 hit will do so - or dual Gauss and a bit of luck (thanks, Mcgral18!).
Thank you. I've played this game for a long time but there's so much to know that is unwritten.
#35
Posted 06 July 2015 - 12:49 PM
stjobe, on 06 July 2015 - 11:06 AM, said:
Wait, what? My streaks can't hit the head of a mech? I call hogwash and balderdash! Peshaw to that mechanic! PESHAW. I demand to know who thought that was a good idea! I spit on them and wish a pox on their reproductive organs. LRM's can magically swarm down on my unsuspecting noggin but streaks cannot? Fiddlesticks.
#36
Posted 06 July 2015 - 12:49 PM
Alistair Winter, on 06 July 2015 - 11:29 AM, said:
- Base number of structure points on each component
- Equipped number of armour points (and max armour) on each component
- Extra structure points from quirks on each component
- Extra armour points from quirks on each component
Click for mock-up
Yes! You're talking about me. This would be very helpful.
#37
Posted 06 July 2015 - 03:08 PM
Mors Draco, on 06 July 2015 - 12:49 PM, said:
Wait, what? My streaks can't hit the head of a mech? I call hogwash and balderdash! Peshaw to that mechanic! PESHAW. I demand to know who thought that was a good idea! I spit on them and wish a pox on their reproductive organs. LRM's can magically swarm down on my unsuspecting noggin but streaks cannot? Fiddlesticks.
I guess you can blame Paul "The Nerfinator" Inouye; he was the one in charge of balancing back then.
In the July 16, 2013 patch, Streak SRMs got bone-targeting with the following percentages assigned to hit each location:
* LA, RA, LL, RL: 15% each,
* LT,RT: 12% each,
* CT 16%.
Once the arms are destroyed the percentages are recalculated to
* LL,RL: 24% each,
* LT,RT: 15.6% each,
* CT 20.8%
Also, destroyed legs will still be targeted by Streaks, but if an arm is targeted but gets destroyed before the missile hits it, that missile will re-target and try to hit the neighbouring side torso instead.
So there you have it; Streaks can't hit the head.
Edited by stjobe, 06 July 2015 - 03:09 PM.
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