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Lower Arm Actuator


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#1 Telthas

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Posted 06 December 2015 - 11:46 AM

What does it do exactly? I can see it takes up a slot on my TimberWolf (TW) and the forum I found says it effects yaw but when I take it off and check my TW it still has the same Yaw values. If I don't need it I would like to throw a active probe in that slot.

#2 Rogue Jedi

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Posted 06 December 2015 - 11:50 AM

the Lower arm actuator lets you move the arm side to side a bit, the hand actuator doubles the side to side movement
I was wrong, it turns out Hand actuator does nothing

Edited by Rogue Jedi, 06 December 2015 - 01:25 PM.


#3 Kira Onime

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Posted 06 December 2015 - 01:13 PM

View PostRogue Jedi, on 06 December 2015 - 11:50 AM, said:

the Lower arm actuator lets you move the arm side to side a bit, the hand actuator doubles the side to side movement



Hand actuator does nothing but add cosmetic changes to your mech.
Lower arm actuator gives you the side to side movement.

#4 Rogue Jedi

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Posted 06 December 2015 - 01:15 PM

View PostKira Onime, on 06 December 2015 - 01:13 PM, said:



Hand actuator does nothing but add cosmetic changes to your mech.
Lower arm actuator gives you the side to side movement.

unless they have changed it recently (and I did not see anything in patch notes) you are mistaken

edit:
I was wrong, I just tested it and with or without hand actuator arm movement is the same

Edited by Rogue Jedi, 06 December 2015 - 01:25 PM.


#5 T0rmented

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Posted 06 December 2015 - 01:20 PM

Telthas to take advantage of the LAA you need to disable arm lock.
Arm lock is on by default.
when armlock is off you have two crosshairs a circle for your arms and a cross for your torso.
the torso cross follows the arm circle.
Without lower arm actuators if you disable armlock your arms can only move vertically.
With lower arm actuators if you disable armlock your arms can move freely in any direction

Edited by T0rmented, 06 December 2015 - 01:22 PM.


#6 Kira Onime

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Posted 06 December 2015 - 01:25 PM

View PostRogue Jedi, on 06 December 2015 - 01:15 PM, said:

unless they have changed it recently (and I did not see anything in patch notes) you are mistaken



I've been playing since March and it has always been like I described it.
hand actuators simply add cosmetic changes on the mech.

I also did some "testing" to back my claim up and I see what you are saying, but it is irrelevant to hand actuators.

You are correct to some extent but it comes from the LAA, 1 LAA has a much more narrower range of operation and 2 more than doubles it.

This was done on a nova.

With both hand actuators.


With 1 hand actuator


With 1 Lower arm actuator


Your belief of hand actuators giving more movement is actually taken from 1 LAA vs 2.
1 LAA has a much more narrower range of operation and 2 more than doubles it.

2 vs 1 comparison
Spoiler

Edited by Kira Onime, 06 December 2015 - 01:26 PM.


#7 Koniving

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Posted 06 December 2015 - 02:18 PM

To clarify:
One lower arm actuator: 10 degrees of left/right aim.
Two lower arm actuators: Full left/right aim.
No lower arm actuators: No left/right aim for your arms.

#8 Telthas

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Posted 06 December 2015 - 10:16 PM

Mkay,Thanks all for your help! My game must be glitching on me Kira Onime cause I was looking at those graphs you posted and my TW was keeping the same sized orange bits and arm degree numbers with and without lower arm actuators. (In-game the arm swing was shorter like in your pictures.)

#9 Kira Onime

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Posted 06 December 2015 - 10:24 PM

View PostTelthas, on 06 December 2015 - 10:16 PM, said:

Mkay,Thanks all for your help! My game must be glitching on me Kira Onime cause I was looking at those graphs you posted and my TW was keeping the same sized orange bits and arm degree numbers with and without lower arm actuators. (In-game the arm swing was shorter like in your pictures.)



I checked.. they seem to be working.
Just mech sure you expend the "mech stats" window when you're in the mechlab.

#10 Morggo

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Posted 07 December 2015 - 05:40 AM

Every time I believe I'm getting the hang of this game and a solid understanding of thing.... I find out something new...

So wait, go previous... you can remove actuators ?!? I always assumed they were "not editable" ... I've some builds I wanted to try an AC20 on (to see if I even like it) but am short one Slot to fit it. I'm at work so can't try it out, but am I understanding you guys that if I could live with restricted arm movement I could free that last arm slot to fit the AC? *facepalm*

#11 Herbstwind

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Posted 07 December 2015 - 06:06 AM

on IS mechs the arm and hand actuators are fixed, on clan mechs they are modular (little checkboxes below the arm omnipod version name), but when you equip certain "larger" weapons in the respective arm omnipod, you loose the ability to add actuators.

#12 Morggo

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Posted 07 December 2015 - 06:56 AM

Ahhh, that makes me feel better that I didn't completely miss something :)
( I've never configured a Clan mech, just IS so wouldn't have seen that....)

Still, it would be nice to have the option to gut the arm and pull out actuators.... but that's just IS tech and the up side of clan Omni tech. :)

Thanks!

#13 TercieI

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Posted 07 December 2015 - 08:33 AM

View PostKira Onime, on 06 December 2015 - 01:13 PM, said:



Hand actuator does nothing but add cosmetic changes to your mech.
Lower arm actuator gives you the side to side movement.


Well, "cosmetic" does expand the hitbox, too, I believe. I use hands on weaponless (shield) arms, not on ones with guns in them.

#14 TheCaptainJZ

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Posted 08 December 2015 - 04:57 PM

Not only cosmetic, but actuators are counted in the crit tables so all fixed equipement makes for crit buffers.

#15 SCHLIMMER BESTIMMER XXX

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Posted 01 April 2017 - 12:51 PM

yea! and they cant be destroyed.
So everytime the crit roll lands on them they soak up the crit damage
that woud otherwise
damage your weapons/ammo/equipment.





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