

1 Ballistic (Actuators: Upper, Lower)
#1
Posted 22 August 2017 - 06:32 AM
Arm Actuators, do they actually add any thing to your build, or just take up slots ?
#2
Posted 22 August 2017 - 06:33 AM
#3
Posted 22 August 2017 - 06:44 AM
#4
Posted 22 August 2017 - 06:46 AM
#5
Posted 22 August 2017 - 07:15 AM
digital O-Q, on 22 August 2017 - 06:32 AM, said:
Arm Actuators, do they actually add any thing to your build, or just take up slots ?
The UAA (Upper Arm Actuator) give you arm pitch, (up and down motion) like a shoulder, while the LAA (Lower Arm Actuator) gives you yaw (side to side motion), like an elbow.
#6
Posted 22 August 2017 - 07:56 AM
El Bandito, on 22 August 2017 - 06:46 AM, said:
They offer Crit Padding...as do Hands
Not very useful
#7
Posted 22 August 2017 - 07:57 AM
Mole, on 22 August 2017 - 06:44 AM, said:
maybe PGI could program a Simple Crit Split, like this below?
if (LAA = True && HA = False) { IS-LBX20.Slots = 9 IS-AC20.Slots = 9 IS-UAC20.Slots = 9 //checks if the Mech has Lower Arm Actuators and Hand Actuators, //if it has LAAs and no HAs, this code reduces the Slot requirements of the above weapons to the above amounts, if (LA_a[i] == LBX20){ LT_Slots - 2, //Check if the Left Arm has an LBX20, if so reduced the Left Torso Slots by 2, //this is to make up for the Reduced Slots the LBX20 now has, } if (LA_a[i] == AC20 || UAC20){ LT_Slots - 1, //Check if the Left Arm has an AC20 or UAC20, if so reduced the Left Torso Slots by 2, //this is to make up for the Reduced Slots the AC20 or UAC20 now has, } if RA_a[i] == LBX20){ RT_Slots - 2, //Check if the Right Arm has an LBX20, if so reduced the Right Torso Slots by 2 //this is to make up for the Reduced Slots the LBX20 now has, } if (RA_a[i] == AC20 || UAC20){ RT_Slots - 1, //Check if the Right Arm has an AC20 or UAC20, if so reduced the Right Torso Slots by 2 //this is to make up for the Reduced Slots the AC20 or UAC20 now has, } } if (HA = True) { IS-LBX20.Slots = 8 IS-AC20.Slots = 8 IS-UAC20.Slots = 8 C-AC20.Slots = 8 C-LBX20.Slots = 8 //checks if the Mech has Hand Actuators, if so it also must have Lower Arm Actuators, //if it has LAAs and HAs, this code reduces the Slot requirements of the above weapons to the above amounts, if (LA_a[i] == LBX20){ LT_Slots - 3, //Check if the Left Arm has an LBX20, if so reduced the Left Torso Slots by 3, //this is to make up for the Reduced Slots the LBX20 now has, } if (LA_a[i] == AC20 || UAC20){ LT_Slots - 2, //Check if the Left Arm has an AC20 or UAC20, if so reduced the Left Torso Slots by 2, //this is to make up for the Reduced Slots the AC20 or UAC20 now has, } if (LA_a[i] == C-AC20 || C-LBX20){ LT_Slots - 1, //Check if the Left Arm has an C-AC20 or C-LBX20, if so reduced the Left Torso Slots by 1, //this is to make up for the Reduced Slots the C-AC20 or C-LBX20 now has, } if RA_a[i] == LBX20){ RT_Slots - 3, //Check if the Right Arm has an LBX20, if so reduced the Right Torso Slots by 3 //this is to make up for the Reduced Slots the LBX20 now has, } if (RA_a[i] == AC20 || UAC20){ RT_Slots - 2, //Check if the Right Arm has an AC20 or UAC20, if so reduced the Right Torso Slots by 2 //this is to make up for the Reduced Slots the AC20 or UAC20 now has, } if (RA_a[i] == C-AC20 || C-LBX20){ RT_Slots - 1, //Check if the Right Arm has an C-AC20 or C-LBX20, if so reduced the Right Torso Slots by 1, //this is to make up for the Reduced Slots the C-AC20 or C-LBX20 now has, } }
now this wouldnt help all Crit Split Problems,
such as if you wanted to place an UAC20 in your CN9 RA,
because your LA has a Hand Actuator, your AC20 would be 8Slots,
however since BattleMechs Endo/Ferro Float this isnt as much as a problem,
as that extra 1Slot in your RA would be filled by those points if you take Endo/Ferro,
Edited by Andi Nagasia, 22 August 2017 - 08:01 AM.
#8
Posted 22 August 2017 - 08:36 AM
#9
Posted 22 August 2017 - 08:48 AM
Rovertoo, on 22 August 2017 - 08:36 AM, said:
It's horizontal range of motion is reduced, not sure about the vertical range though.
And yes, I've been advocating about the Dragon's right arm for years now to no luck.

#10
Posted 22 August 2017 - 09:30 AM
#11
Posted 22 August 2017 - 09:49 AM
#12
Posted 22 August 2017 - 10:49 AM
#13
Posted 22 August 2017 - 10:51 AM
El Bandito, on 22 August 2017 - 06:46 AM, said:
#14
Posted 22 August 2017 - 10:53 AM
#15
Posted 22 August 2017 - 11:28 AM
#16
Posted 22 August 2017 - 11:49 AM
#17
Posted 22 August 2017 - 11:50 AM
Brain Cancer, on 22 August 2017 - 11:28 AM, said:
Brain, slight error in your calculations, it's 20% of the mechs mass can be carried in one hand, so an Atlas can pick up and swing a locust as a club.... SO Highlanders should see about 18t for a one handed carry.
And yes, I've had an Atlas use an enemy Locust as a club to kill an enemy Phoenix Hawk in CQB.
#18
Posted 22 August 2017 - 12:11 PM
digital O-Q, on 22 August 2017 - 06:32 AM, said:
Arm Actuators, do they actually add any thing to your build, or just take up slots ?
Lower actuator allows you to aim left or right. (just 10% range if you only have one, lots of range if you have two).
In MWO, hand actuators do nothing at all.
In other Mechwarrior games, Battletech, and spinoffs:
Lower arm actuators decrease the difficulty in standing back up after a fall or while in the Prone or Hull Down positions. There is no penalty for firing over obstacles (since you can just stretch your arm upward; so unlike MWO you are not punished for low slung arms). Required if you want to be able to support yourself to fire from the opposing arm while prone or Hull Down.
Hand actuators:
- Further decrease the difficulty in standing back up after a fall or while in the Prone or Hull Down positions.
- Allow for increased effectiveness, no return damage for melee combat using arms.
- Allow picking up of environmental objects and body parts to use as improvised melee weapons,
- allow for dropping and picking up jettison-capable modular weaponry (Wolverine's AC, for example),
- allows for climbing cliffsides and structures that otherwise could not be traversed without jumpjets [note the building needs to be pretty strong].
- Allows throwing of objects including small vehicles (the kind that classify as "infantry" vehicles which can include small cars i.e. "mechanized infantry"; no armored vehicles or 'individual' vehicles).
- Required if you want to collect salvage and do not have a team dedicated for doing that.
Edited by Koniving, 22 August 2017 - 12:12 PM.
#19
Posted 22 August 2017 - 12:40 PM
(Never mind real engine/gyro/sensor hits.)
#20
Posted 22 August 2017 - 12:57 PM
Quote
id be okay with that
but the penalties would have to be pretty minor or it would make light mechs suck
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