#1
Posted 10 June 2017 - 05:11 AM
Its clearly an Type of ECM. What? How can case be an Electronic Counter Measure??
Am I missing something in lore/ canon or is it just a typo deluxe?
Just hover over the C.A.S.E in the mechlab and you will notice it.
#2
Posted 10 June 2017 - 05:46 AM
#3
Posted 10 June 2017 - 05:49 AM
El Bandito, on 10 June 2017 - 05:46 AM, said:
At least the command console is actually useful... C.A.S.E. on the other hand is useless in MWO, ammo crits are too rare and running a zombie build is more of a hindrance to your team.
#4
Posted 10 June 2017 - 06:02 AM
CASE should reduce ammo explosion damage by 67% in the location where its equipped
and the reinforced casing skill nodes, which are currently pretty useless, in addition to reducing crit chance, should also reduce ammo explosion damage in all locations by 4.1% per node (max of 33% for all 8 nodes)
So the combination of CASE + all 8 reinforced casing nodes would give you 100% immunity to ammo explosions.
Then you could run CASE with XL and it would prevent the XL from being destroyed due to ammo explosions.
Edited by Khobai, 10 June 2017 - 06:04 AM.
#5
Posted 10 June 2017 - 06:25 AM
Metus regem, on 10 June 2017 - 05:49 AM, said:
Depends on your zombie build. If you're running, say, a standard engine Archer with 2xLPL and 4xML in a FW match you're not significantly better or worse than a lot of the Warhammer 6D's out there.
#6
Posted 10 June 2017 - 06:43 AM
Escef, on 10 June 2017 - 06:25 AM, said:
Depends on your zombie build. If you're running, say, a standard engine Archer with 2xLPL and 4xML in a FW match you're not significantly better or worse than a lot of the Warhammer 6D's out there.
That Archer could be better running an XL for faster ground speed and more cooling. By the time a zombie build becomes a zombie mech (head, CT and Leg/Legs) it is reduced to such a minor amount of fire power and cooling that it may as well be dead.
Zombie builds were good before the Clans arrived, post Clans how ever they are very over rated.
#7
Posted 10 June 2017 - 07:02 AM
Metus regem, on 10 June 2017 - 06:43 AM, said:
Zombie builds were good before the Clans arrived, post Clans how ever they are very over rated.
XL with the Archer's hitboxes? How about no? IMX, standard engine energy boats are what work the best for the IS in FW. In the QP queues I still wouldn't run an Archer with an XL. Warhammer? Grasshopper? Marauder? Battlemaster? Sure. Archer? No, just, no.
Also, how slow do you think my example Archer is? Because it can do 4 points shy of max armor with those weapons, +6 double sinks, and a 325 standard.
EDIT: http://mwo.smurfy-ne...6fe35d5b0980308
Edited by Escef, 10 June 2017 - 07:04 AM.
#8
Posted 10 June 2017 - 07:10 AM
El Bandito, on 10 June 2017 - 05:46 AM, said:
I can agree with that. However there are exceptions when running STD engines, where you need alot of ammo and being brawler at the same time. I find case useful at times, to reduce the enemies crit chance to a bare minimum. Especially being in an assault with lights and mediums going berserk with machine guns against you OR other heavies/ assaults with lbx weapons etc. Because there are alot of critters out there (I like to run crit builds too) at least from my experience.
#9
Posted 10 June 2017 - 07:41 AM
Escef, on 10 June 2017 - 07:02 AM, said:
Also, how slow do you think my example Archer is? Because it can do 4 points shy of max armor with those weapons, +6 double sinks, and a 325 standard.
EDIT: http://mwo.smurfy-ne...6fe35d5b0980308
^
... and right there is part of the reason why IS loyalists gets destroyed by clans.
#11
Posted 10 June 2017 - 08:38 AM
Tordin, on 10 June 2017 - 07:10 AM, said:
CASE does not reduce enemy's crit chance. It only prevents ammo explosion from reaching adjacent sections of your mech.
Edited by El Bandito, 10 June 2017 - 08:41 AM.
#13
Posted 10 June 2017 - 09:48 AM
#14
Posted 10 June 2017 - 10:05 AM
100%
100%
It should also block any damage from entering or transfering from an arm or leg to adjacent sections..
Then... it might be useful.
#15
Posted 10 June 2017 - 10:07 AM
Metus regem, on 10 June 2017 - 05:49 AM, said:
Ammo crits aren't that rare, it is just that all Clan mechs comes with CASE automatically and most IS mechs keep their ammo stored in their legs or head which isn't targeted that often. Also since IS mechs keep the ammo in these locations, they don't realize that the reason they lost that leg was an ammo explosion and if the head it hit hard enough to explode the ammo there, it usually would heatshot the mech even without ammo being that.
If you want to test how common ammo explosions really are, go to the testing ground and pick the Tormaline Desert map. The first target mech you see is an Atlas and if you shoot his left side torso, he has ammo stored that. Since I usually use that map to test out my builds, I shoot this Atlas alot and usually aim at the left side torso to see if I can get the ammo to cook off because if it does, it kills the mech and you can visibly watch the effect of the ammo explosion. I would say in general I have found I am able to get the ammo to cook off at least 50% of the time if not more.
#16
Posted 10 June 2017 - 10:17 AM
Viktor Drake, on 10 June 2017 - 10:07 AM, said:
Ammo crits aren't that rare, it is just that all Clan mechs comes with CASE automatically and most IS mechs keep their ammo stored in their legs or head which isn't targeted that often. Also since IS mechs keep the ammo in these locations, they don't realize that the reason they lost that leg was an ammo explosion and if the head it hit hard enough to explode the ammo there, it usually would heatshot the mech even without ammo being that.
If you want to test how common ammo explosions really are, go to the testing ground and pick the Tormaline Desert map. The first target mech you see is an Atlas and if you shoot his left side torso, he has ammo stored that. Since I usually use that map to test out my builds, I shoot this Atlas alot and usually aim at the left side torso to see if I can get the ammo to cook off because if it does, it kills the mech and you can visibly watch the effect of the ammo explosion. I would say in general I have found I am able to get the ammo to cook off at least 50% of the time if not more.
I run a lot of ammo based IS mechs, in three years of doing so, I have had suffered one ammo explosion. I am basing my view of how common they are from my experiences of actual game play.
#18
Posted 10 June 2017 - 11:23 AM
Metus regem, on 10 June 2017 - 10:17 AM, said:
Yeah I think it's because most people just pile their ammo in the legs- which few people will actually shoot for the purpose of fishing for ammo explosions. Very few mechs actually need so much ammo that they have to pile it into the torso, where explosions are more likely to cause catastrophic damage.
Most of the time when ammo explodes, you're only a stiff breeze away from being a spectator anyways.
#19
Posted 10 June 2017 - 11:24 AM
Metus regem, on 10 June 2017 - 10:17 AM, said:
Gauss explosion though, is not rare. One reason we do not see many IS Gauss mechs, aside from the fact that IS Gauss weighs three frigging tons more than Clan Gauss, is because XL+Gauss is basically suicide even if you put it on the arms, and you generally need XL to mount such heavy weapon in the first place. Clanners have much less worry about that thanks to in-built free CASE that covers even the limbs.
Edited by El Bandito, 10 June 2017 - 11:26 AM.
#20
Posted 10 June 2017 - 11:34 AM
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users