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1 Ballistic (Actuators: Upper, Lower)


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#1 digital O-Q

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Posted 22 August 2017 - 06:32 AM

1 Ballistic (Actuators: Upper, Lower)

Arm Actuators, do they actually add any thing to your build, or just take up slots ?

#2 Savage Wolf

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Posted 22 August 2017 - 06:33 AM

Yes, the ability to aim beyond your torso twisting capability.

#3 Mole

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Posted 22 August 2017 - 06:44 AM

I wish to **** I could remove the lower arm actuators on some of my IS machines so I could fit an AC/20 in it.

#4 El Bandito

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Posted 22 August 2017 - 06:46 AM

Arm actuators increases your aiming range. Hand actuator does nothing. PGI should ******* remove hand actuators already so a lot of IS mechs can actually fit 3 DHS in there. Clans can fit 4-5 DHS per arm, FFS.

#5 Metus regem

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Posted 22 August 2017 - 07:15 AM

View Postdigital O-Q, on 22 August 2017 - 06:32 AM, said:

1 Ballistic (Actuators: Upper, Lower)

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 Mcgral18

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Posted 22 August 2017 - 07:56 AM

View PostEl Bandito, on 22 August 2017 - 06:46 AM, said:

Arm actuators increases your aiming range. Hand actuator does nothing. PGI should ******* remove hand actuators already so a lot of IS mechs can actually fit 3 DHS in there. Clans can fit 4-5 DHS per arm, FFS.



They offer Crit Padding...as do Hands

Not very useful

#7 Andi Nagasia

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Posted 22 August 2017 - 07:57 AM

View PostMole, on 22 August 2017 - 06:44 AM, said:

I wish to **** I could remove the lower arm actuators on some of my IS machines so I could fit an AC/20 in it.

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 Rovertoo

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Posted 22 August 2017 - 08:36 AM

I have a question, if a clan mech has a lower actuator in one arm, but not the other, how is aiming effected? I tried it in my Kit Fox and couldnt notice a difference. If there is no difference, they should take out the dragons LAA so it can hold an AC20!

#9 GrimRiver

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Posted 22 August 2017 - 08:48 AM

View PostRovertoo, on 22 August 2017 - 08:36 AM, said:

I have a question, if a clan mech has a lower actuator in one arm, but not the other, how is aiming effected? I tried it in my Kit Fox and couldnt notice a difference. If there is no difference, they should take out the dragons LAA so it can hold an AC20!

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 MustrumRidcully

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Posted 22 August 2017 - 09:30 AM

It's probably best to think of actuators as a type of negative quirk in MW:O.

#11 Khobai

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Posted 22 August 2017 - 09:49 AM

hand actuators should give a hill climbing bonus at least

#12 Champion of Khorne Lord of Blood

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Posted 22 August 2017 - 10:49 AM

I always thought hand actuators gave a slight boost to arm yaw. It wasn't really much, and you don't really notice it anyway if you have 2 lower actuators, but it was something.

#13 KursedVixen

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Posted 22 August 2017 - 10:51 AM

View PostEl Bandito, on 22 August 2017 - 06:46 AM, said:

Arm actuators increases your aiming range. Hand actuator does nothing. PGI should ******* remove hand actuators already so a lot of IS mechs can actually fit 3 DHS in there. Clans can fit 4-5 DHS per arm, FFS.
because clan tech is smaller and better so quit whining.

#14 Kitty Bacon

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Posted 22 August 2017 - 10:53 AM

If they would just somehow add melee into the game those hand actuators could be free damage. One can dream though!

#15 Brain Cancer

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Posted 22 August 2017 - 11:28 AM

Or being able to scavenge clubs from buildings. Or large trees. Because face it, nobody wants to get their head smashed in by an angry Atlas with a 5-ton chunk of metal in it's hands going "THERE CAN ONLY BE ONE!"

Spoiler


#16 Mechrophilia

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Posted 22 August 2017 - 11:49 AM

You must have a hand actuator in order to perform the "Flip the Bird" emote (unlockable achievement skill) But other than that, its just a crit buffer slot.

#17 Metus regem

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Posted 22 August 2017 - 11:50 AM

View PostBrain Cancer, on 22 August 2017 - 11:28 AM, said:

Or being able to scavenge clubs from buildings. Or large trees. Because face it, nobody wants to get their head smashed in by an angry Atlas with a 5-ton chunk of metal in it's hands going "THERE CAN ONLY BE ONE!"

Spoiler




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 Koniving

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Posted 22 August 2017 - 12:11 PM

View Postdigital O-Q, on 22 August 2017 - 06:32 AM, said:

1 Ballistic (Actuators: Upper, Lower)

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.
But again, hand actuators in MWO do nothing but take up space and serve as a 1 slot buffer for critical damage (think the health is 10 or 15. Leaning toward ten. No effect if destroyed.)

Edited by Koniving, 22 August 2017 - 12:12 PM.


#19 Brain Cancer

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Posted 22 August 2017 - 12:40 PM

And the fact that actuator damage isn't modeled kinda sucks. A robot should be losing speed with leg actuators shot away, and arm range when actuators there are damaged.

(Never mind real engine/gyro/sensor hits.)

#20 Khobai

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Posted 22 August 2017 - 12:57 PM

Quote

And the fact that actuator damage isn't modeled kinda sucks. A robot should be losing speed with leg actuators shot away, and arm range when actuators there are damaged.


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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