Can Anyone Equip C.a.s.e On Bsw-P1 La?
#1
Posted 02 May 2017 - 09:21 PM
#2
Posted 02 May 2017 - 09:23 PM
Edited by Deathlike, 02 May 2017 - 09:23 PM.
#3
Posted 02 May 2017 - 09:25 PM
#4
Posted 02 May 2017 - 09:40 PM
#5
Posted 02 May 2017 - 09:44 PM
#7
Posted 02 May 2017 - 11:02 PM
Deathlike, on 02 May 2017 - 09:23 PM, said:
Clan has CASE built into every component... they can put CASE II in their arms
#8
Posted 02 May 2017 - 11:14 PM
Edited by Spheroid, 02 May 2017 - 11:23 PM.
#9
Posted 03 May 2017 - 02:07 AM
Spheroid, on 02 May 2017 - 11:14 PM, said:
don't remind me
the most worthless pile of is guano in the whole game - although it had some worth once (prevent the CT destruction and safe repair costs)
#10
Posted 03 May 2017 - 02:38 AM
the reinforced casing skill in the new skill tree should also reduce ammo explosion damage by like 7%-8% per node. because reinforced casing is currently too weak and needs a buff (-1% crit chance receiving isnt very good).
then if you have CASE plus all the reinforced casing skills youd take 0% ammo explosion damage.
Edited by Khobai, 03 May 2017 - 02:39 AM.
#11
Posted 03 May 2017 - 03:23 AM
Khobai, on 03 May 2017 - 02:38 AM, said:
the reinforced casing skill in the new skill tree should also reduce ammo explosion damage by like 7%-8% per node. because reinforced casing is currently too weak and needs a buff (-1% crit chance receiving isnt very good).
then if you have CASE plus all the reinforced casing skills youd take 0% ammo explosion damage.
But really, how often do you actually die from ammo explosions? Even when I'm running a SplatFox with loads and loads of ammo, I get maybe one ammo explosion every 30-40 games or so. Would it be worth blowing so many node points to get ammo explosion immunity? For something that happens really, really rarely?
Edited by Fox With A Shotgun, 03 May 2017 - 03:24 AM.
#12
Posted 03 May 2017 - 03:27 AM
Fox With A Shotgun, on 03 May 2017 - 03:23 AM, said:
But really, how often do you actually die from ammo explosions? Even when I'm running a SplatFox with loads and loads of ammo, I get maybe one ammo explosion every 30-40 games or so. Would it be worth blowing so many node points to get ammo explosion immunity? For something that happens really, really rarely?
Gauss Rifles? Explode quite often.
and as a clan guy you don't feel the sting... even in your legs there is CASE.
it feels like a minor thing but CASE is just a great example (because it literally hurt nobody) for the terrific Clan IS balance
#13
Posted 03 May 2017 - 03:34 AM
Quote
not often but thats because we put ammo in arms and legs to minimize the chance of it getting critted
but this gives you back the option to put it in your torso, even if you have an XL
Quote
the way the survivability tree is set up you have to take those nodes anyway if you want most of the armor/structure skills.
at least this way those nodes are a little more worth it.
its better to have the option of reducing ammo explosion to 0% than to not have that option at all. Right now you dont have the option at all.
Edited by Khobai, 03 May 2017 - 03:49 AM.
#14
Posted 03 May 2017 - 08:49 AM
Spheroid, on 02 May 2017 - 11:14 PM, said:
I can't remember ever using c.a.s.e.. I was doing a really really stupid build(missile boat with tons of ammo) which is why i suddenly felt like i could use it. I never painted myself in such a corner before. As for gauss id rather have more padding ammo in place of c.a.s.e. Lets bump this thing shall we!
#15
Posted 03 May 2017 - 08:57 AM
All I know I want those ammo explosion sounds that were in the game before I started my career.. Couldnt find any videos on youtube with those sounds sadly
#17
Posted 06 May 2017 - 01:22 PM
#18
Posted 06 May 2017 - 02:19 PM
Magnus Santini, on 06 May 2017 - 01:22 PM, said:
You should replace that with Gauss Ammo, then
CASE takes no Crits
It has 0 HP
-<Module faction="InnerSphere" CType="CBAPStats" name="BeagleProbe" id="9002"> <Loc iconTag="StoreIcons\BeagleProbe.dds" descTag="@BeagleProbe_desc" nameTag="@BeagleProbe"/> <ModuleStats health="7.5" tons="1.5" slots="2" amountAllowed="1"/> <BAPStats mechdetectionrange="120.0" gaintimeboost="0.25" rangeboost="0.25"/> </Module> -<Module faction="InnerSphere" CType="CCASEStats" name="CASE" id="9003"> <Loc iconTag="StoreIcons\CASE.dds" descTag="@CASE_desc" nameTag="@CASE"/> <ModuleStats health="0" tons="0.5" slots="1" amountAllowed="1" components="right_torso, left_torso"/> </Module>
BAP for comparison, it can take Crits
#19
Posted 08 May 2017 - 02:14 PM
#20
Posted 08 May 2017 - 02:21 PM
Fox With A Shotgun, on 02 May 2017 - 09:40 PM, said:
FTFY
in TT C.A.S.E. (Cellular Ammunition Storage Equipment) has a use even on XL mechs, as ammo explosions are more common there, then they are in MWO. In TT campaigns, you cannot salvage a mech that has had it's CT obliterated (as in reduced to 0 structure). So this means that a Mech like a BSW-X2 could suffer an ammo explosion in one of the ST's and be salvaged at the end of the engagement. While on the flip side a mech like a WHM-6R that lacks C.A.S.E. if it take a crit to the ammo that mech is a total write off.... It's also why MG is considered the most powerful non nuclear explosive in the universe... at 400 damage/ton when cooked off....
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users