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Ohm's Quick Reference Sheets For All Mech Hardpoints, Weapons, Engines, & Pilot Lab - Images, Pdfs, Excel Inside


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#661 zudukai

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Posted 18 December 2012 - 02:05 PM

View PostRaso, on 18 December 2012 - 03:02 AM, said:

I was wondering.... do you have any plans to add the number of tubes each launcher has on each hardpoint? The more I use missiles the more I realize how important they are,

what the hell are you talking about?

#662 Youngblood

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Posted 18 December 2012 - 02:07 PM

Any quick reports on the locations and quantity of the hardpoints on the Stalkers and Dragons this patch?

EDIT: Nevermind, they were right in the patch notes this time!

Edited by Youngblood, 18 December 2012 - 02:09 PM.


#663 ArmyOfWon

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Posted 18 December 2012 - 03:01 PM

I'm working with Ohm to get this update out quickly for all of you!

View Postzudukai, on 18 December 2012 - 02:05 PM, said:

what the hell are you talking about?


Different variants sometimes have different missile tubes on their chassis. For example, the AWS-9M only has 2 tubes on its arm launcher, so if you were to load an LRM-20 into the arm it would fire 10 salvos of 2 missiles in quick succession.

I've looked for the information in the files, but I can't find specific numbers, I just know some colloquially. If anyone knows the specific number of launchers I'll try to work those tube numbers into the hardpoint table


Edit: Although, I think I may have just found the answer. Can anyone confirm the following Missile Tube numbers?:

All Ravens -
  • Right Torso 6 Tubes
  • RVN-3L Left Arm 1 Tube (Narc launcher tube)
Centurions - Left Torso 10 Tubes

Commandos -
  • 1D/2D/3A Center Torso 6 Tubes (Confirmed in MechLab)
  • 1B Center Torso 2 Tubes
  • 2D Right Arm 4 Tubes (Confirmed in MechLab)
  • 3A Right Arm 6 Tubes
Jenners - Not Specified in Files
  • Center Torso 4 Tubes?
Hunchback - Not Specified in Files
  • 4J - Right Torso 23 Tubes? (20 in the hunch, 3 underneath?)
  • SP - Files say 6 Left/6 Right, but it looks like 10 Left/10 Right in Mechlab. Confirm?
Dragons - Torso 6 Tubes? (Fang and Flame specified, others not)

Catapults - Not Specified in Files
  • A1/C1 - Arms 15 Tubes?
  • C4 - Arms 20 Tubes?
Cataphracts - Not specified in files
  • 2X - Left Arm 4 Tubes?
  • 4X - Head 4 Tubes?
Awesomes - Not specified in files
  • 8R/8T/8V - Torso(s) 15 Tubes?
  • 9M - Center Torso 2 Tubes (confirmed in MechLab)
  • 9M - Center Torso 2 Tubes (confirmed in MechLab)
Atlas - Not specified in files

Feel free to contribute any more information!

Edited by ArmyOfWon, 18 December 2012 - 11:06 PM.


#664 Bunko

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Posted 18 December 2012 - 03:05 PM

Someone might of brought this up already but Cataphract CTF-3D should have "4" as total energy slots, not "2".

#665 xxx WreckinBallRaj xxx

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Posted 18 December 2012 - 08:22 PM

View Postzudukai, on 18 December 2012 - 02:05 PM, said:

what the hell are you talking about?


He's talking about the size of the missile racks. They vary. For instance, if you're in a C1 and shoot 2 LRM 20s, they come out in 2 volleys, not 1. This is because the racks can only shoot 15 at a time, thus it isn't 40 in 1 shot, it's 30 then 10. If you shoot more missiles at one time than what the racks on a variant can do, then the remaining missiles will come out in additional volleys. The C4 avoids this by having larger racks, meaning it can actually shoot 40 missiles at once in 1 volley, unlike the others. The others will have to do 2 volleys if they shoot more than 30 missiles at once because the racks are 15 missile holes each.

Another example is the 4SP. Its racks were designed for SRMs, thus they are 6 holes each. No reason to be bigger for SRMs.(Biggest is 6) You can still shoot LRM 15s out of these, but it won't be 30 instantly in 1 volley because you don't have enough holes. What'll happen is it'll be 12, 12, then 6, because the racks can only shoot 12 at once.(6x2) You're still free to use any missile type or size that you like, but if you use bigger than the variant allows, they will be separated into different volleys.

What does this mean exactly? It means you're taking longer to get your missiles out there and thus longer to get them from A to B, increasing the chance that they'll miss or slam into terrain. On most variants, you can simply count the holes, but they're blocked on the Catapults. The C1 and A1 is 30, the C4 is 40.(Hence why the arms are bigger. They have more missile holes) I also own the 3 Ravens. All 3 have a 6 missile hole rack in RT.(Again, made for SRMs) The 3L has a second missile hardpoint in its LA that is only 1 hole. Why just 1? Well, as per the default loadout, that hole was made for the NARC, which only fires 1 missile at a time. Putting anything else there means every missile is its own volley until they are all fired. I can freely slot an LRM 5 there is I want, but when I fire, every missile will come out one at a time because there's only 1 hole for the hardpoint. Naturally, I use 2 Streaks instead, so that second missile comes out late. My barrage is 3 then 1, not 4, and it's because of the 1 hole missile hardpoint in LA.

Edited by Bluten, 18 December 2012 - 08:25 PM.


#666 Raso

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Posted 18 December 2012 - 09:43 PM

View PostArmyOfWon, on 18 December 2012 - 03:01 PM, said:

I'm working with Ohm to get this update out quickly for all of you!



Different variants sometimes have different missile tubes on their chassis. For example, the AWS-9M only has 2 tubes on its arm launcher, so if you were to load an LRM-20 into the arm it would fire 10 salvos of 2 missiles in quick succession.

I've looked for the information in the files, but I can't find specific numbers, I just know some colloquially. If anyone knows the specific number of launchers I'll try to work those tube numbers into the hardpoint table


I think they are visible on each mech which doesn't now have bay doors over the launch bays. Were there a way to check underneath the bay doors in the mech bays, or perhaps even by asking fellow team mates to open them, one could simply count them. But if they are in the files some place I would surmise that would easier.

#667 zudukai

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Posted 18 December 2012 - 11:11 PM

View PostBluten, on 18 December 2012 - 08:22 PM, said:


He's talking about the size of the missile racks. They vary. For instance, if you're in a C1 and shoot 2 LRM 20s, they come out in 2 volleys, not 1. This is because the racks can only shoot 15 at a time, thus it isn't 40 in 1 shot, it's 30 then 10. If you shoot more missiles at one time than what the racks on a variant can do, then the remaining missiles will come out in additional volleys. The C4 avoids this by having larger racks, meaning it can actually shoot 40 missiles at once in 1 volley, unlike the others. The others will have to do 2 volleys if they shoot more than 30 missiles at once because the racks are 15 missile holes each.

Another example is the 4SP. Its racks were designed for SRMs, thus they are 6 holes each. No reason to be bigger for SRMs.(Biggest is 6) You can still shoot LRM 15s out of these, but it won't be 30 instantly in 1 volley because you don't have enough holes. What'll happen is it'll be 12, 12, then 6, because the racks can only shoot 12 at once.(6x2) You're still free to use any missile type or size that you like, but if you use bigger than the variant allows, they will be separated into different volleys.

What does this mean exactly? It means you're taking longer to get your missiles out there and thus longer to get them from A to B, increasing the chance that they'll miss or slam into terrain. On most variants, you can simply count the holes, but they're blocked on the Catapults. The C1 and A1 is 30, the C4 is 40.(Hence why the arms are bigger. They have more missile holes) I also own the 3 Ravens. All 3 have a 6 missile hole rack in RT.(Again, made for SRMs) The 3L has a second missile hardpoint in its LA that is only 1 hole. Why just 1? Well, as per the default loadout, that hole was made for the NARC, which only fires 1 missile at a time. Putting anything else there means every missile is its own volley until they are all fired. I can freely slot an LRM 5 there is I want, but when I fire, every missile will come out one at a time because there's only 1 hole for the hardpoint. Naturally, I use 2 Streaks instead, so that second missile comes out late. My barrage is 3 then 1, not 4, and it's because of the 1 hole missile hardpoint in LA.

ah, ok yeah i knew about the tube limits but i did not understand the question asking about them!

that is not a bad idea to list..

#668 MarcBomber

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Posted 20 December 2012 - 12:47 AM

can we get an update in the first post, please? -_-

#669 Ohmwrecker

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Posted 20 December 2012 - 02:15 AM

Hey guys, my sheets will get their next update soon. It will most likely be within the next 24 hours, thanks for your patience! Regarding missile ports and other suggestions, it's definitely under consideration. The only issue is the more detail I add, the less "newbie" friendly the sheets will be. I've considered maintaining basic and advanced sheets for this reason.

#670 direpinnacle

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Posted 20 December 2012 - 01:11 PM

Oh, that's why my missiles are firing weird.

I pilot a stalker 5M with Srms currently, and I think I have the numbers right, though I'm not 100% sure.
Arms: 10 each
RT:6
LT:7 (6 from the main, 1 for a Narc)
It doesn't seem exactly consistent, though maybe I just haven't noticed (having just learned this info now); sometimes I seems to get 2 volleys, sometimes I fire missiles one at a time. I'll try to pay a bit more attention and confirm.

Edit:
Numbers are right: 33 total holes, only need 30 for 1 volley. It seems the holes magically load from any slot, so I only fire 1 bust of 30 (5x6srm) when undamaged. If I lose my RT then I will occasionally see missiles firing 1 at a time through the 1 slot tube.

The 5S has the same numbers minus the Narc hole, BTW.

Edited by direpinnacle, 20 December 2012 - 07:21 PM.


#671 ShdwWraith

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Posted 20 December 2012 - 10:48 PM

Correct me if i'm wrong, but isn't the Raven 3L the one with ECM? Not the 4X as indicated on the sheet

Edited by ShdwWraith, 20 December 2012 - 10:49 PM.


#672 ArmyOfWon

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Posted 21 December 2012 - 12:53 AM

View PostShdwWraith, on 20 December 2012 - 10:48 PM, said:

Correct me if i'm wrong, but isn't the Raven 3L the one with ECM? Not the 4X as indicated on the sheet


Yes, you are correct. I'm not sure when that error occurred. I've updated my sheet and I'll send it along to Ohm.

#673 Uri Brauer

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Posted 22 December 2012 - 06:37 AM

View PostEJT, on 11 December 2012 - 11:20 AM, said:

...I just recently discovered that one Atlas variant has more module slots than the others. I thought all variants of all mechs had the same number of modules (+1 when Master is unlocked). But that's clearly not true. Which mechs have how many modules would be interesting to know when deciding on a variant.

Just spotted the same thing for Cicadas - they all have two except for the 2A, which only has one.

#674 Deztroyez

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Posted 22 December 2012 - 06:47 AM

well, since I'm a Cataphract pilot, if it helps, the Cataphract 2X has 4 missile tubes and the Cataphract 4X has 5 missile tubes o__O also, the chart for the Cataphract 3D needs a little correction, it should be 4 laser hardpoints, not 2 X__X

#675 Mechrophilia

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Posted 22 December 2012 - 01:24 PM

I love this resource. We should work together to keep it up to date.


Weapons Tunning:

AUTOCANNON Update:

* AC/20 projectile set to 900m/s (750m/s previous)
* AC/10 projectile set to 1100m/s (850m/s previous)
* UAC/5 projectile set to 1300m/s (900m/s previous)
* AC/5 projectile set to 1300m/s (900m/s previous)
* LBX/10 projectile set to 1100m/s (850m/s previous)

#676 Khanahar

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Posted 22 December 2012 - 07:07 PM

Ohm, love your work, as always, but I have to say the coloration was better before. I, and many other players, are pretty used to the Y/R/G scheme. I understand that yours is more logical and might have been better if these colors were being decided fresh, but think the way you handled it before worked just fine.

Keep it up!

#677 Ohmwrecker

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Posted 22 December 2012 - 07:08 PM

Sheets updated, please let me know if you guys see any errors in this update and/or have suggestions. Among things I'm considering at the moment is an advanced hardpoints section with missile bay capacity and torso twist range, and adding ECM to the standard Hardpoints doc.

I would also like acknowledge and once again thank everyone that has supportive and appreciative of this effort. I hope everyone realizes that this is a hobby for me, and it is something I did to help the community at a time when there were hardly any resources to tap into.

Unfortunately a couple critics have popped up that have completely disregarded the fact that there have been other aspects of my life that have taken importance over updating these sheets on the very day of a patch. This includes the family emergencies I've shared, my final year of studies towards a business administration degree, and my Youtube channel.

My Youtube channel needs to be updated, as it is my source of income. These sheets are a hobby. Please do not take activity at my Youtube channel as evidence that I do not care about MWO, or have lost interest in helping the community by updating my sheets. That is not the case. Youtube is essentially my workplace at this point, and I cannot afford (literally) to disregard it. I link my Youtube channel because it's a free way to show support, versus putting up a Paypal or whatever else.

#678 Ohmwrecker

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Posted 22 December 2012 - 07:21 PM

View PostKhanahar, on 22 December 2012 - 07:07 PM, said:

Ohm, love your work, as always, but I have to say the coloration was better before. I, and many other players, are pretty used to the Y/R/G scheme. I understand that yours is more logical and might have been better if these colors were being decided fresh, but think the way you handled it before worked just fine.

Keep it up!


I agree with you, and I've reverted back to classic yellow. Multi-weapon points are now grey, at least until AoW and I can figure out how to keep compatibility between us and Google docs.

Edited by Ohmwrecker, 22 December 2012 - 07:22 PM.


#679 Amanda

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Posted 22 December 2012 - 11:51 PM

In the table beginning of the this topic says that AC2 has a cooldown 0,5 sec. I measured with a stopwatch for 30 seconds to shoot it 33 times! Really cooldown 0,9 and DPS is not 4, but 2.2. Please correct the information in the topic or make a patch to fix that bug!

#680 King Arthur IV

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Posted 23 December 2012 - 03:50 AM

wah!!! you changed the hard point colors and they so ugly.





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