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Toggle Weapon Bay Doors?


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#1 Vellron2005

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Posted 12 March 2019 - 12:12 AM

I see in the concept art that the Dervish will be yet another mech with weapon bay doors.

This is a great design opportunity - can we please get a toggle that physically removes weapon bay doors, exactly like the toggles (checkboxes) that remove hand actuators?

I think this would be great, no?

#2 LordNothing

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Posted 12 March 2019 - 12:15 AM

at least give the option to set the default state of the doors in the mech lab.

#3 Xaat Xuun

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Posted 12 March 2019 - 12:16 AM

break out the Plasma cutter, problem solved

#4 Prototelis

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Posted 12 March 2019 - 03:59 AM

No.

#5 Grus

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Posted 12 March 2019 - 03:35 PM

They do give added durability when closed... atlest they used to.

#6 Chris Lowrey

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Posted 12 March 2019 - 03:40 PM

View PostGrus, on 12 March 2019 - 03:35 PM, said:

They do give added durability when closed... atlest they used to.


They still do.

20% damage reduction to locations when the doors are closed.

#7 Prototelis

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Posted 12 March 2019 - 03:47 PM

View PostChris Lowrey, on 12 March 2019 - 03:40 PM, said:


They still do.

20% damage reduction to locations when the doors are closed.


What about the arm door/claws on the King Crab and the Crab?

Edited by Prototelis, 12 March 2019 - 03:47 PM.


#8 Chris Lowrey

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Posted 12 March 2019 - 04:10 PM

View PostPrototelis, on 12 March 2019 - 03:47 PM, said:


What about the arm door/claws on the King Crab and the Crab?


Like Kodiak Claws, they are currently cosmetic and don't force any delay in firing time, so they do not gain the added defensive bonus.

That is one of those cases where if players wanted the added utility of the damage reduction bonus' we can always consider implementing a similar mechanic to the Missile doors in order to gain the bonus', but as of now, as they are cosmetic only, they do not gain any bonus.

#9 Vellron2005

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Posted 13 March 2019 - 05:43 AM

View PostChris Lowrey, on 12 March 2019 - 04:10 PM, said:


Like Kodiak Claws, they are currently cosmetic and don't force any delay in firing time, so they do not gain the added defensive bonus.

That is one of those cases where if players wanted the added utility of the damage reduction bonus' we can always consider implementing a similar mechanic to the Missile doors in order to gain the bonus', but as of now, as they are cosmetic only, they do not gain any bonus.


Any way you give the weapon bay doors toggle/checkbox a try?

I personally don't think the 20% compensates for the shear hassle of having to remember opening the things every time, or the weapon firing delay..

I'm sure many would agree and use the option to switch weapon bay doors off..

#10 Curccu

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Posted 13 March 2019 - 05:49 AM

View PostVellron2005, on 13 March 2019 - 05:43 AM, said:


Any way you give the weapon bay doors toggle/checkbox a try?

I personally don't think the 20% compensates for the shear hassle of having to remember opening the things every time, or the weapon firing delay..

I'm sure many would agree and use the option to switch weapon bay doors off..

and checkbox to mech startup with override on at beginning of each game....

#11 Vellron2005

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Posted 13 March 2019 - 06:39 AM

View PostCurccu, on 13 March 2019 - 05:49 AM, said:

and checkbox to mech startup with override on at beginning of each game....


Yeah, that toggle would be nice too.. but that one's a keypad button, the weapon bay door one is a mechlab feature.. :D

#12 Prototelis

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Posted 14 March 2019 - 05:57 AM

View PostChris Lowrey, on 12 March 2019 - 04:10 PM, said:


Like Kodiak Claws, they are currently cosmetic and don't force any delay in firing time, so they do not gain the added defensive bonus.

That is one of those cases where if players wanted the added utility of the damage reduction bonus' we can always consider implementing a similar mechanic to the Missile doors in order to gain the bonus', but as of now, as they are cosmetic only, they do not gain any bonus.


Thankyou.

Any chance of going through and making the cockpit indicator more visible?

On some maps and in some lighting conditions its very difficult to see.

#13 VonBruinwald

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Posted 14 March 2019 - 07:18 AM

View PostChris Lowrey, on 12 March 2019 - 04:10 PM, said:

That is one of those cases where if players wanted the added utility of the damage reduction bonus' we can always consider implementing a similar mechanic to the Missile doors in order to gain the bonus', but as of now, as they are cosmetic only, they do not gain any bonus.


I'm not sure how I feel about this. I like the idea but that 0.5s delay has a major effect on direct fire weapons.

If you added "Weapon Bay Doors" to the weapons list in the same manner as BAP/ECM/Stealth so we could clearly see if they were open/closed and toggle it in the same manner then I'd be on board 100%.

Example:
Posted Image

#14 Ruccus

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Posted 14 March 2019 - 07:31 AM

View PostVonBruinwald, on 14 March 2019 - 07:18 AM, said:



I'm not sure how I feel about this. I like the idea but that 0.5s delay has a major effect on direct fire weapons.

If you added "Weapon Bay Doors" to the weapons list in the same manner as BAP/ECM/Stealth so we could clearly see if they were open/closed and toggle it in the same manner then I'd be on board 100%.


In the cockpit of every mech that has a bay door there is a small light that is red when the door is closed, yellow while it's opening, and green when it's open.

Also ghost heat takes into account the bay door delay. If you have an 8xSRM6 Archer 5W with 4 SRM6s in the side torsos and 4 in the arms and alpha strike with the bay doors closed it will fire the arms immediately and the torsos a half second later, and you won't get ghost heat. Open the doors and alpha strike and you'll get ghost heat.

Edited by Ruccus, 14 March 2019 - 07:35 AM.


#15 VonBruinwald

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Posted 14 March 2019 - 07:44 AM

View PostRuccus, on 14 March 2019 - 07:31 AM, said:

In the cockpit of every mech that has a bay door there is a small light that is red when the door is closed, yellow while it's opening, and green when it's open.


I'm aware of the light, the problem is visibility.

#16 Grus

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Posted 14 March 2019 - 07:47 AM

View PostChris Lowrey, on 12 March 2019 - 03:40 PM, said:


They still do.

20% damage reduction to locations when the doors are closed.


Love it when I'm right! Thanks chris.

#17 Angel of Annihilation

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Posted 14 March 2019 - 08:24 AM

View PostVellron2005, on 13 March 2019 - 05:43 AM, said:


Any way you give the weapon bay doors toggle/checkbox a try?

I personally don't think the 20% compensates for the shear hassle of having to remember opening the things every time, or the weapon firing delay..

I'm sure many would agree and use the option to switch weapon bay doors off..


My only issue has been that there isn't and visual indicator on the HUD that tells you if the doors are open or close. I can't count the times I have thought I had the doors open but apparently didn't have and it cost me the shot against an enemy mech.

I also agree that the 20% damage reduction doesn't make up for the delay and as several have mentioned, I would probably prefer that the doors be cosmetic without a delay rather than a toggle simply because in all cases, I would have the door open anyway.

#18 VonBruinwald

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Posted 14 March 2019 - 08:36 AM

View PostAngel of Annihilation, on 14 March 2019 - 08:24 AM, said:

My only issue has been that there isn't and visual indicator on the HUD that tells you if the doors are open or close


There is but it's tiny. Good luck finding it though if it hasn't been pointed out for you.

Edited by VonBruinwald, 14 March 2019 - 08:36 AM.


#19 YueFei

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Posted 14 March 2019 - 08:38 AM

View PostVonBruinwald, on 14 March 2019 - 07:44 AM, said:


I'm aware of the light, the problem is visibility.


I'm colorblind and can't see it at all.

#20 VonBruinwald

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Posted 14 March 2019 - 08:54 AM

View PostYueFei, on 14 March 2019 - 08:38 AM, said:

I'm colorblind and can't see it at all.


Even more reason to add it under your weapons on the HUD.





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