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How You Guys Handle Missile Bay Doors?

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#21 WrathOfDeadguy

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Posted 19 February 2018 - 12:54 PM

I keep mine open until either I come under heavy fire, the weapon gets critted out (as by a backshot, for torso mounts), or I run out of ammo. Easier to take snap-shots with the doors open, and I don't really do guided missiles.

What I really wish I could have is an intermediate setting that closes the doors while the weapons under them are cycling, then opens again when they're ready to fire. That would be extremely handy.

#22 Chris Lowrey

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Posted 19 February 2018 - 01:15 PM

A bit of mis-information I'm seeing here. So let me clear it up.
  • Missile doors, when closed, reduce the incoming damage to the location the missile doors are on by 20% but add a .5 second delay to weapon fire from those location.
  • When the doors are open, your weapons fire normally, but you loose the 20% damage reduction.
This is a flat damage reduction. It does not only apply to structure, it does not only apply to critical damage (although critical hits are affected since it is a flat damage reduction,) and it does not apply to non-missile based systems that do not contain any firing delays such as the Crab / Kodiak claws.

Just want to clear that up since there seems to be some mis-information on how it functions.

#23 Metus regem

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Posted 19 February 2018 - 01:19 PM

View PostChris Lowrey, on 19 February 2018 - 01:15 PM, said:

A bit of mis-information I'm seeing here. So let me clear it up.
  • Missile doors, when closed, reduce the incoming damage to the location the missile doors are on by 20% but add a .5 second delay to weapon fire from those location.
  • When the doors are open, your weapons fire normally, but you loose the 20% damage reduction.
This is a flat damage reduction. It does not only apply to structure, it does not only apply to critical damage (although critical hits are affected since it is a flat damage reduction,) and it does not apply to non-missile based systems that do not contain any firing delays such as the Crab / Kodiak claws.


Just want to clear that up since there seems to be some mis-information on how it functions.



That's great Chris, but any chance we can get our missile bay doors back on mechs that used to have them, like the Centurion?

#24 Abisha

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Posted 19 February 2018 - 01:38 PM

funny read in some comments their is a green light i never ever notice is their also a green light for the King crab?.
i alway's watch with Ctrl to left or right to see if i see the arms.

#25 Chris Lowrey

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Posted 19 February 2018 - 01:39 PM

View PostMetus regem, on 19 February 2018 - 01:19 PM, said:



That's great Chris, but any chance we can get our missile bay doors back on mechs that used to have them, like the Centurion?


I wouldn't have a say in that. That's up to the Artists.

#26 Metus regem

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Posted 19 February 2018 - 03:10 PM

View PostChris Lowrey, on 19 February 2018 - 01:39 PM, said:


I wouldn't have a say in that. That's up to the Artists.



Can you relate the message please?

I know it's something that when it went away, a lot of the members of these boards voiced displeasure that they went away.

#27 Zh0u

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Posted 19 February 2018 - 03:20 PM

View PostChris Lowrey, on 19 February 2018 - 01:15 PM, said:

A bit of mis-information I'm seeing here. So let me clear it up.
  • Missile doors, when closed, reduce the incoming damage to the location the missile doors are on by 20% but add a .5 second delay to weapon fire from those location.
  • When the doors are open, your weapons fire normally, but you loose the 20% damage reduction.
This is a flat damage reduction. It does not only apply to structure, it does not only apply to critical damage (although critical hits are affected since it is a flat damage reduction,) and it does not apply to non-missile based systems that do not contain any firing delays such as the Crab / Kodiak claws.


Just want to clear that up since there seems to be some mis-information on how it functions.

Oh wow, 20% reduction is a huge deal! I guess I gotta try to live with the 0.5s delay? Could be difference between life/death of the mech though.

How long before it closes back automatically though? I didn't really count.

#28 HGAK47

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Posted 19 February 2018 - 03:32 PM

View PostChris Lowrey, on 19 February 2018 - 01:15 PM, said:

A bit of mis-information I'm seeing here. So let me clear it up.
  • Missile doors, when closed, reduce the incoming damage to the location the missile doors are on by 20% but add a .5 second delay to weapon fire from those location.
  • When the doors are open, your weapons fire normally, but you loose the 20% damage reduction.
This is a flat damage reduction. It does not only apply to structure, it does not only apply to critical damage (although critical hits are affected since it is a flat damage reduction,) and it does not apply to non-missile based systems that do not contain any firing delays such as the Crab / Kodiak claws.


Just want to clear that up since there seems to be some mis-information on how it functions.


Thanks for clearing this up, this sort of information really should be in game to see for all. (Same as all minimum weapon ranges etc..)

#29 Zh0u

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Posted 19 February 2018 - 03:34 PM

Added Chris's post quote on the OP.

#30 Zookeeper Dan

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Posted 19 February 2018 - 04:24 PM

I open the doors right away at the beginning of the match. I can't stand the delay. But I usually run SRM's or MRM's where that half second throws your aim off or makes you too open to fire before twisting or getting back into cover.

Just wouldn't be a proper Archer build without showing off your ears to the world!

The only time I leave them closed is when I run a bunch of rockets. Then I'll open them when I'm close to use and close them again right away.

#31 PocketYoda

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Posted 19 February 2018 - 04:39 PM

I try not to use mechs with them... If i do use them i leave them open and hope for the best.. and it usually end in tears..

Terrible things and they do get you damaged i've tested.. in game.. Testing grounds is not accurate.

Edited by Samial, 19 February 2018 - 04:40 PM.


#32 Brain Cancer

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Posted 19 February 2018 - 04:45 PM

Nothing like a delay throwing off your shots.

Open mine, leave em open unless I'm dry on ammo.

#33 Vellron2005

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Posted 20 February 2018 - 01:19 AM

View PostEl Bandito, on 19 February 2018 - 04:54 AM, said:


Internals by default are exposed to crits. The missile bay doors offer 20% damage reduction, while ballistic/energy bay doors (crab claw etc) offer 10% damage reduction, when closed. That's all there is to it.


THIS

I hate the delay in missile firing, since I'm so used to it being timed precisely. So I just open them right after drop, at the same time I hit "override"..

Sadly, I still don't have the discipline to close them one I'm out of LRM ammo and get that 20% damage reduction..

Edited by Vellron2005, 20 February 2018 - 01:20 AM.


#34 Prof RJ Gumby

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Posted 20 February 2018 - 01:33 AM

I keep them closed while moving to the front line (start of the match) and when the teams are trading at range above mine. Also when I have to move through area that may be covered by snipers. When I'm getting into action or there is a chance I may have to use them soon, I open them and then they usually stay that way to the end of the match as long as I still have ammo.

Edited by Prof RJ Gumby, 20 February 2018 - 01:34 AM.


#35 eminus

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Posted 20 February 2018 - 01:41 AM

View PostChris Lowrey, on 19 February 2018 - 01:15 PM, said:

A bit of mis-information I'm seeing here. So let me clear it up.
  • Missile doors, when closed, reduce the incoming damage to the location the missile doors are on by 20% but add a .5 second delay to weapon fire from those location.
  • When the doors are open, your weapons fire normally, but you loose the 20% damage reduction.
This is a flat damage reduction. It does not only apply to structure, it does not only apply to critical damage (although critical hits are affected since it is a flat damage reduction,) and it does not apply to non-missile based systems that do not contain any firing delays such as the Crab / Kodiak claws.


Just want to clear that up since there seems to be some mis-information on how it functions.



can we have the option where in the settings we can set the doors to always open from the start of the match without toggling it much like arm lock?





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