Remind Me: Targeting Computer Bonuses Not Being Calculated In 'mech Lab... Because Why?
#1
Posted 21 January 2019 - 10:09 AM
Take an unskilled 'mech, drop a weapon in place like a PPC, ERLL or AC20, pop in any targeting computer, then hover over the weapon, range and velocity will remain un-updated.
Now, remove the TC, go to skills and add skills for range and velocity, and you'll see the bonus show up in parenthesis.
Add your TC back, the bonus values in the parenthesis remain unchanged.
Is this a bug, or is this by design?
#2
Posted 21 January 2019 - 10:58 AM
If you need to be sure about something drop testing grounds to check.
Edited by Prototelis, 21 January 2019 - 10:58 AM.
#3
Posted 21 January 2019 - 11:15 AM
Prototelis, on 21 January 2019 - 10:58 AM, said:
If you need to be sure about something drop testing grounds to check.
I'm suspicious by nature and am ready to believe that not all the stated bonuses work as advertised, and for some of the stats there'd be a bit of difficulty measuring whether or not you're receiving your bonus on all the weapons, namely speed and critical chance.
I may give it a shot though when I've got the time to actually sit down and shift a build to say... AC/20, because it should be a significantly noticeable increase when equipped with a TC mk 8), verses a Gauss rifle where 2000m/s velocity is already damned fast... I think it'll be easier to notice the difference 650 and 894, verses 2000 and 2750. There comes a point where the speed is just so great you'll be measuring 10ths of seconds? I dunno... We'll see.
The next thing is TC stat boosts stacking with skill boosts.
Max your velocity and range skills and AC20 is ranged 540 (+81), and velocity 650 (+162.5). I "assume" that TC bonuses stack based on the BASE values of the weapon, not the BASE+SKILLs value, but again, without it being displayed, how do you know? Or could PGI have a bug in it that only takes the highest (or lowest) bonus value, and that's it? And then all this plus quirks?!?!
It's probably documented somewhere, but testing and, more importantly, confirming everything related to weapon performance seems rather difficult for everything except range bonuses.
Oh well... I'll figure it out...
#4
Posted 21 January 2019 - 11:25 AM
Artemis, such is because the bonus only applies with line of sight.
BAP/CAP/CLAP because the bonus is conditional based on the equipment still existing (you don't see a +X sensor range bonus for having BAP installed, now do you?)
And I imagine the TC, because of the same reason (if the equipment is destroyed the bonus is lost).
As such, only "permanent" aka non-conditional quirks are shown in the mechlab's bonuses..
#5
Posted 21 January 2019 - 11:33 AM
Koniving, on 21 January 2019 - 11:25 AM, said:
Artemis, such is because the bonus only applies with line of sight.
...
And I imagine the TC, because of the same reason (if the equipment is destroyed the bonus is lost).
As such, only "permanent" aka non-conditional quirks are shown in the mech lab's bonuses..
Certainly a better option than, "well we just won't show it to you"...
Quote
Edited by Dimento Graven, 21 January 2019 - 11:33 AM.
#6
Posted 21 January 2019 - 11:44 AM
Wait... sorry wrong thread.
Would be great to have those modifiers available.
Just like many other attributes of weapons that are not shown.
#7
Posted 21 January 2019 - 11:45 AM
You also don't get one when you equip ECM, saying you have an ECM field of X.
#8
Posted 21 January 2019 - 12:01 PM
Dimento Graven, on 21 January 2019 - 11:15 AM, said:
As far as I know, all boosts are additive with quirks and skills when it comes to determining the sum bonus. Incidentally, I believe it was discovered a while back that the TC boosts aren't 100% accurate, with the actual boost being slightly less than displayed as the displayed value is rounded up. It's such a small discrepancy that it shouldn't matter, though.
#9
Posted 21 January 2019 - 01:05 PM
remember, it's from the same people who implemented a refresh-button that doesn't refresh, a queue-counter that can't count, a match-timer that can't count down from 60 to 0 without screwing it up FOR YEARS... we could go on, but .. just enjoy the show ;-)
#10
Posted 21 January 2019 - 02:14 PM
Blue = Quirks
Green = Skills
Yellow = Equipment
For colorblind folks maybe some kind of symbol or letter to denote what they are? "Q" for quirks, "S" for skills and "E" for equipment.
#12
Posted 21 January 2019 - 06:19 PM
Verilligo, on 21 January 2019 - 12:01 PM, said:
Correct. The total percentage added together is what is applied to the final product. So it goes
Velocity + (quirk + skillets + equipment bonus) = final outcome.
Result is rounded to nearest whole number if a decimal should arise.
#13
Posted 21 January 2019 - 10:36 PM
#14
Posted 21 January 2019 - 10:45 PM
Koniving, on 21 January 2019 - 11:25 AM, said:
Artemis, such is because the bonus only applies with line of sight.
Wait a ******* minute.
Didn't we just had an epiphany that Artemis didn't actually discriminated bonuses with or without LOS?
El Bandito, on 21 January 2019 - 10:36 PM, said:
PGI could always add -10% (max 20%) Lock-Time and +6 degrees (max 20 degrees) Lock-Angle, +2 for each succeeding level. One way to counteract the homing weapons nerf.
Edited by The6thMessenger, 21 January 2019 - 10:59 PM.
#15
Posted 21 January 2019 - 11:21 PM
El Bandito, on 21 January 2019 - 10:36 PM, said:
Are you not using lasers, PPCs, or ACs?
Do you have more than one ton left?
Can you fit a DHS?
Will going up an engine size give you another internal sink/slot?
Will going up an engine size give you a >8 kph boost?
Are you inadequately armored anywhere for the situations you see yourself typically getting into?
If you answered no to all of the above, a TC Mk. I is worth it.
#16
Posted 21 January 2019 - 11:43 PM
El Bandito, on 21 January 2019 - 10:36 PM, said:
I've only ever used the MK1 when I have a ton to spare and nothing else to fit into it.
As far as I can tell TC's don't become useful until you've got to the mk5. Twin heavy PPC's tied to a TC at mk5 and above seems to be quite good (even if just for the crit chance).
#17
Posted 22 January 2019 - 12:30 AM
Y E O N N E, on 21 January 2019 - 11:21 PM, said:
Are you not using lasers, PPCs, or ACs?
Do you have more than one ton left?
Can you fit a DHS?
Will going up an engine size give you another internal sink/slot?
Will going up an engine size give you a >8 kph boost?
Are you inadequately armored anywhere for the situations you see yourself typically getting into?
If you answered no to all of the above, a TC Mk. I is worth it.
I'd add, Do you have enough ammo?
#18
Posted 22 January 2019 - 12:43 AM
Y E O N N E, on 21 January 2019 - 11:21 PM, said:
So TCMK1 is worth less than a DHS. Gotcha.
TheArisen, on 22 January 2019 - 12:30 AM, said:
Assuming I have enough ammo for a wave but since I play FP every ton of ammo is worth better score...
#20
Posted 23 January 2019 - 05:32 AM
Crit builds love that
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users