Jump to content

How You Guys Handle Missile Bay Doors?

Gameplay

34 replies to this topic

#1 Zh0u

    Member

  • PipPipPipPipPipPip
  • Shredder
  • Shredder
  • 393 posts
  • LocationUK

Posted 19 February 2018 - 04:06 AM

Just wondering since I am piloting my first ever missile bay door mech (or whatever you call it),

do you guys:

- Leave the door open at all times?
- Leave it as default? ie first shot auto open (with some lag), then once fight subsides, auto close?
- Open before fight/brawl, then manually close when its done?

I have no idea how to tell whether my doors are open or not. For the record I am in a Stalker-3FB, can't see them doors on cockpit or 3rd person view.

If I get hit while door is closed I get some extra armor on the torsos right?

Clarification by Chris with extra info: https://mwomercs.com...ost__p__6032202

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.

Edited by Zh0u, 19 February 2018 - 03:34 PM.


#2 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 19 February 2018 - 04:09 AM

Just keep it open until your internals are exposed in that section.

#3 Iron Heel

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 255 posts
  • LocationMy private booth in the Restaurant At The End Of The Universe

Posted 19 February 2018 - 04:31 AM

The doors being open exposes internals to crits.
so, much like AMS, Shut down Override, ECM mode, etc.. you just get used to toggling them through practice.

#4 vettie

    Member

  • PipPipPipPipPipPipPipPip
  • The Machete
  • The Machete
  • 1,620 posts
  • LocationThe Good Ole South

Posted 19 February 2018 - 04:40 AM

also, on the left bar in cockpit there is a small light, green = open if i remember correctly

#5 Bombast

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 7,709 posts

Posted 19 February 2018 - 04:41 AM

I keep them open. Nothing worse than having your missiles delayed when in a crunch situation.

#6 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 19 February 2018 - 04:54 AM

View PostIron Heel, on 19 February 2018 - 04:31 AM, said:

The doors being open exposes internals to crits.
so, much like AMS, Shut down Override, ECM mode, etc.. you just get used to toggling them through practice.


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.

Edited by El Bandito, 19 February 2018 - 04:54 AM.


#7 Nema Nabojiv

    Member

  • PipPipPipPipPipPipPipPip
  • 1,783 posts
  • LocationUA

Posted 19 February 2018 - 05:07 AM

Since everyone just leaves them open, for the most part, I'd say they dont do what they were intended to do, and it would be better to just make them all crab-like doors with no delay.

#8 Siegegun

    Member

  • PipPipPipPipPipPip
  • The Hungry
  • The Hungry
  • 424 posts

Posted 19 February 2018 - 08:41 AM

There is a small light in the mech cockpit that tells you if the doors are open or not, its whiteish when closed and green when open. they are not all in the same place so you kind of have to look around the cockpit. By default "/" is the bay door toggle.

Just leave the bay doors open as Bandito said. The only time I have found it worth it to not leave them open is in a brawler kintaro build, they have bay doors in the center torso, I add a small srm 2, never use it and leave the doors closed. With armor quirks and skill tree survival nodes, when the door is closed it adds another 20% protection plus all the armor and skill tree quirks. That is literally the only time its worth it to leave them closed.

#9 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 19 February 2018 - 08:47 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.


Since when the missile bay doors offer more protection than the dakka doors? I thought they were all the same @ 10% with the King Crab doors having no delay in firing IIRC.

Edit: I guess what I'm saying here is, when did this change happen with the missile doors?

Edited by Deathlike, 19 February 2018 - 08:48 AM.


#10 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 19 February 2018 - 08:56 AM

View PostDeathlike, on 19 February 2018 - 08:47 AM, said:

Since when the missile bay doors offer more protection than the dakka doors? I thought they were all the same @ 10% with the King Crab doors having no delay in firing IIRC.

Edit: I guess what I'm saying here is, when did this change happen with the missile doors?


It's what I remember. Missile bay doors offer more protection but has delay, while claws have less protection but with no delay.

#11 Exilyth

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 2,100 posts
  • LocationTerra

Posted 19 February 2018 - 09:03 AM

Depends on the chassis, but generally:
- keep them closed until in range
- keep them open once in range with SRM/MRM
- just keep them closed with LRM

On the KGC:
- intimidate enemies with clawing motion Posted Image

#12 Burke IV

    Member

  • PipPipPipPipPipPipPipPip
  • Guardian
  • Guardian
  • 1,230 posts

Posted 19 February 2018 - 09:07 AM

What kind of missiles are you shooting. If its LRMs i would say use a differnt stalker. If you can let go of your ECM you can put the missiles in the side torsos and keep the doors closed all the time.

#13 Tordin

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 2,937 posts
  • LocationNordic Union

Posted 19 February 2018 - 09:17 AM

its very situational IMO. In a brawl you might go all in and keep em open to unleash max firepower, but if they create high heat, not to smart a move. You are more vulnerable though, lacking the 10%? extra armor/ structure the bay doors give. Lurmers should have them closed at range of course. Snipers can pick off your bay when the doors are open, easier.

Also the bay door lights are hard to notice on some mechs, should have added some kind of sound to indicate opening/ closing them aswell as the light. Maybe make the light brighter too.

Edited by Tordin, 19 February 2018 - 09:18 AM.


#14 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 19 February 2018 - 09:22 AM

View PostExilyth, on 19 February 2018 - 09:03 AM, said:

Depends on the chassis, but generally:
- keep them closed until in range
- keep them open once in range with SRM/MRM
- just keep them closed with LRM

On the KGC:
- intimidate enemies with clawing motion Posted Image


On the Crab, keep the claws closed for more durable arms, but if your legs are taking too much damage, open the claws so they can help cover your legs.

#15 Spheroid

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 5,064 posts
  • LocationSouthern Wisconsin

Posted 19 February 2018 - 09:27 AM

@Deathlike: Missile door damage dates from May 2017. Also I can confirm claws are 10% reduction based on shooting the arm off of the King Crab in the academy grounds.

An unskilled King Crab, at least mine has 76 armor + 10 quirk armor + 34 structure. It took approximately 1030 machine gun rounds to remove the arm. That is what you would expect after accounting for the small ghost damage generated on actuator or AC-20 crit hits. If the reduction was 20% the round count would be noticeably higher.

Edited by Spheroid, 19 February 2018 - 09:32 AM.


#16 HGAK47

    Member

  • PipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 971 posts

Posted 19 February 2018 - 11:10 AM

My scrub tactic is to just open them at the start of the match and forget about them.

#17 LordNothing

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 17,192 posts

Posted 19 February 2018 - 11:31 AM

depends. if you are using homing weapons it really doesnt matter. if you loaded srms or mrms or a narc then leave the doors open. i wish i could set the default door position in the mech lab so i dont have to remember to open the doors.

Edited by LordNothing, 19 February 2018 - 11:31 AM.


#18 O L L O

    Member

  • PipPipPip
  • Korpral Første Klasse
  • Korpral Første Klasse
  • 89 posts

Posted 19 February 2018 - 11:52 AM

View PostSiegegun, on 19 February 2018 - 08:41 AM, said:

The only time I have found it worth it to not leave them open is in a brawler kintaro build, they have bay doors in the center torso, I add a small srm 2, never use it and leave the doors closed. With armor quirks and skill tree survival nodes, when the door is closed it adds another 20% protection plus all the armor and skill tree quirks. That is literally the only time its worth it to leave them closed.

Try the smallest rocket launcher for some weight saving! :)

#19 Champion of Khorne Lord of Blood

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 4,806 posts

Posted 19 February 2018 - 12:11 PM

I just keep them closed at all times, only opening when it fires. 25% more durability (20% damage reduction) on a section is something that'd be stupid to give up.

#20 Zh0u

    Member

  • PipPipPipPipPipPip
  • Shredder
  • Shredder
  • 393 posts
  • LocationUK

Posted 19 February 2018 - 12:52 PM

Well, to answer some of you guys, I am using MRMs though. So I guess I gotta peel my eyes open and look for that indication and open it when in range. :)

Thanks guys.





18 user(s) are reading this topic

0 members, 18 guests, 0 anonymous users