vettie, on 14 July 2012 - 07:31 AM, said:
I am not a newbi to video versions of BT, however I have never actuall SEEN the TT game components (other than miniatures on the game store shelves).
these 3 links helped me understand many things that I thought I understood, but they cleared them up nicely, thank you for those links.
I do have a question that I have never really understood how it works.
In MW2 mech labs (say mercs for example) when adding or changing criticals I got that just fine, but I never was sure about the armour section.
So say an ARM of (any) mech has listed 6 / 2. from that I guessed 6 was amount of armour and 2 was internal structure, That part I understood (unless my guess was wrong). Under that (or beside it, cant remember exactly how the vid version was) there would be numbers like 4 / 2 which to me meant how much armour was ACTUALLY there, 4 points plus 2 internal.
Now, if I wanted to put FULL armour in that location (and I had tonnage avail), I would click the '4' or the upper carrot button and the number would change to '5'. But if I clicked again, then number would change from '5' to '6' button the '2' would change to '1'.
It appeared as if my armour allocation was now 6 / 1. I never understood why the "internal" (if that is what the 2nd number is) would lower as the 1st number increased.
Or am I just wrong on my understanding of he armour allocation? I suspect we may see somethign similar in MWO and I want to be I understand the way it works, I like armour, lol gives me that false sense of staying alive longer...
edit
Oh and thanks for your replies, it will be helpful to me.
You're welcome, they did take a little time to hunt down, but I bookmarked them because they are very helpful for explaining.
However as for your question about MW2 customization, I can't remember how they represented it, but I do remember thinking that it was a terrible way to do it. At this point all I can tell you is how it's
supposed to work.
The
techmanual will make it clearer, but essentially the tonnage of a mech determines the number of "internals" or superstructure/skeleton that each mech has. Once your leg (for example) loses all of it's internal points, it falls off. It's destroyed. Internals are checked off in the same manner as armor, but each time internals are hit (not for each one but each time they are hit) any other equipment in that area has a chance of being critically destroyed. (check page 47 in the linked manual for more about internals)
Armor is
ALSO based on mech tonnage. Each mech as a theoretical
maximum amount of armor it can carry on each section. This is what was confusing about MW2 apparently, because I remember thinking that something was messed up. But according to the TT rules:
"All locations except the head may carry a maximum of twice the number of armor points as they have internal structure points, including any armor placed in rear locations" It goes on to note that the head/cockpit has a maximum of 9 allowable armor points.
(P 54 has more info in the linked manual)
The maximum armor you can assign to say a 25 ton mechs leg is 12, because the base internal for the leg is 6. Armor weighs in at 1 ton for 16 points, so it is a weight factor also - but the Devs have been doubling armor, so be aware that the TT rules are a good guide, but no one can make any 100% decisions until they actually get into the finalized mechlab.
Edited by Xandre Blackheart, 14 July 2012 - 01:47 PM.