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Are Open Catapult Doors Susceptible To Weapon Fire?


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#1 Rain Dark Sky

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Posted 01 October 2020 - 05:58 PM

The doors stick up really high, when they are open, can you shoot just the top part (the door) and get a hit on the arms?

Or do they only serve to give away your position, and are un-hittable, like antenna?

#2 CFC Conky

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Posted 01 October 2020 - 06:14 PM

View PostCherokeeRose, on 01 October 2020 - 05:58 PM, said:

The doors stick up really high, when they are open, can you shoot just the top part (the door) and get a hit on the arms?

Or do they only serve to give away your position, and are un-hittable, like antenna?


I'm pretty sure a hit on them is a hit on the corresponding side torso.

Good hunting,
CFC Conky

#3 D V Devnull

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Posted 01 October 2020 - 06:21 PM

Side Torso? I would think that damage to an Arm's Weapon Door only just hits the corresponding Arm? :blink:

~D. V. "LA/RA Weapon Door to ST? Doesn't sound right to me." Devnull

#4 JediPanther

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Posted 01 October 2020 - 06:22 PM

It won't go to the st but the lrm missile box. As a bonus with the door closed you get a small armor buff. If you use one of the cats with st weapons and forgo the missile boxes they make great 40 armor st shields when you torso twist.

#5 Rain Dark Sky

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Posted 01 October 2020 - 08:29 PM

OK, I got someone on my team to shoot my door, no hit registered.

#6 ShiverMeRivets

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Posted 01 October 2020 - 10:10 PM

Opened doors do not register damage. You can test it on the Archer as well.
Closed doors add quite a considerable damage reduction to the component. I don’t know the exact value, but it should be around 20%. I play Archer Tempest as a laser boat with RL10s in the side torsos and the doors closed. It is a tank.

#7 D V Devnull

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Posted 02 October 2020 - 01:46 AM

View PostJediPanther, on 01 October 2020 - 06:22 PM, said:

It won't go to the st but the lrm missile box. As a bonus with the door closed you get a small armor buff. If you use one of the cats with st weapons and forgo the missile boxes they make great 40 armor st shields when you torso twist.

View PostCherokeeRose, on 01 October 2020 - 08:29 PM, said:

OK, I got someone on my team to shoot my door, no hit registered.

View PostShiverMeRivets, on 01 October 2020 - 10:10 PM, said:

Opened doors do not register damage. You can test it on the Archer as well.
Closed doors add quite a considerable damage reduction to the component. I don’t know the exact value, but it should be around 20%. I play Archer Tempest as a laser boat with RL10s in the side torsos and the doors closed. It is a tank.

Question for all three of you, just to confirm something... There does have to be a Weapon present in the same Component as the particular Weapon Door in order to get the Armor Bonus with the Closed Doors, regardless of the Weapon Door's location, right? :huh:



View PostBlue Vermin, on 01 October 2020 - 11:15 PM, said:

Oops, I meant arm but ShiverMeRivets has it right.

Yeah, I kind of figured that you said such by accident... Worth a chuckle, though. Also, it looks like I'll have to remember that you hilariously have an Alt. Account there, Blue Vermin/CFC Conky... LOL!!! :P


~D. V. "has their questions (and moments to laugh) even when it comes to Weapon Doors" Devnull





[One small Edit by the Post's Author because their post didn't come out looking right the first time... Dangit!]

Edited by D V Devnull, 02 October 2020 - 01:49 AM.


#8 JediPanther

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Posted 02 October 2020 - 01:09 PM

View PostD V Devnull, on 02 October 2020 - 01:46 AM, said:

Question for all three of you, just to confirm something... There does have to be a Weapon present in the same Component as the particular Weapon Door in order to get the Armor Bonus with the Closed Doors, regardless of the Weapon Door's location, right? Posted Image




Should work fine with no missiles in the box. Far as I know it only works on the missile variants so the Jester and k2 don't get the buff. Door just has to be in the closed position with the / key. I'm working on leveling the cptl-c2 and bb so I might record a few matches for testing. I wouldn't store ammo there as they are the most obvious place to shoot a catapult and are usually the first part of the A1 people shoot. In a side torso with case is the best place for ammo. If you want to live dangerous you can store a ton of ammo in the head but I wouldn't even with max armor.

#9 Aidan Crenshaw

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Posted 04 October 2020 - 02:23 PM

Missile bay doors are only active and provide their 20% damage reduction when there is a missile weapon in its respective location.

#10 Kodyn

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Posted 04 October 2020 - 03:28 PM

View PostJediPanther, on 02 October 2020 - 01:09 PM, said:

If you want to live dangerous you can store a ton of ammo in the head but I wouldn't even with max armor.


Why do you say that? I don't believe I've ever died to a head shot in a Cat, and the K-2 and Jester are two of my most played mechs. I've kept ammo in my head in most mechs in fact, and it's never been an issue. I could very well have no clue what I'm doing though, so I'd be interested in your reasoning.

#11 JediPanther

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Posted 05 October 2020 - 01:12 PM

View PostKodyn, on 04 October 2020 - 03:28 PM, said:


Why do you say that? I don't believe I've ever died to a head shot in a Cat, and the K-2 and Jester are two of my most played mechs. I've kept ammo in my head in most mechs in fact, and it's never been an issue. I could very well have no clue what I'm doing though, so I'd be interested in your reasoning.


Shh. Some things you shouldn't let others know about. Cats are very hard to head shot but it's been done before. I keep about a half ton ammo in the head slot since the game pulls ammo from there first.

#12 Aidan Crenshaw

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Posted 09 October 2020 - 03:14 PM

View PostJediPanther, on 05 October 2020 - 01:12 PM, said:

Shh. Some things you shouldn't let others know about. Cats are very hard to head shot but it's been done before. I keep about a half ton ammo in the head slot since the game pulls ammo from there first.


Wrong. Head ammo is consumed last. https://wiki.mwomerc...p?title=Weapons

#13 CFC Conky

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Posted 09 October 2020 - 05:18 PM

View PostD V Devnull, on 02 October 2020 - 01:46 AM, said:

...




Yeah, I kind of figured that you said such by accident... Worth a chuckle, though. Also, it looks like I'll have to remember that you hilariously have an Alt. Account there, Blue Vermin/CFC Conky... LOL!!! Posted Image


...


Posted Image Posted Image Posted Image
Busted!

#14 D V Devnull

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Posted 10 October 2020 - 02:09 AM

View PostJediPanther, on 05 October 2020 - 01:12 PM, said:

Shh. Some things you shouldn't let others know about. Cats are very hard to head shot but it's been done before. I keep about a half ton ammo in the head slot since the game pulls ammo from there first.

View PostAidan Crenshaw, on 09 October 2020 - 03:14 PM, said:

Wrong. Head ammo is consumed last. https://wiki.mwomerc...p?title=Weapons

Hi there, Aidan Crenshaw... Sorry to see you've been left unaware for once on this topic. However, I must unfortunately drop a bomb on this, as JediPanther is actually right, and the MWO Wiki is actually wrong in its' information for once. Through my own direct gameplay experience, I have discovered the following Order Of Utilization for any loaded Ammunition from the Loadout of one's own Mech during battle...
  • 1.) Head
  • 2.) Center Torso
  • 3.) Right Side Torso
  • 4.) Left Side Torso
  • 5.) Right Arm
  • 6.) Left Arm
  • 7.) Left Leg
  • 8.) Right Leg
...and find it rather puzzling that such differing misinformation (Possibly disinformation from someone trying to manipulate things so that they can get free headshots more easily?) has made it into the Official MWO Website Wiki that has been left hidden and slightly obscured from normal reach. If you think I'm kidding, please stop with that line of thought, and listen up. I have put Ammo in several sections – inclusive of the Head Component zone – and used a fair amount of Ammo during battle without using all of it. After that, I subsequently lost my Side Torsos, Arms, Legs, and even the Center Torso in some cases, thus resulting in my Mech's death in battle. When I glanced at the Ammo Levels in the Weapons Listing after my Mech is dead, and in each and every case that I took the time to check after being horribly ripped apart, it shows Zero Ammo in remain from what few parts of the Mech are left. This indicates that the Head Component's Ammo did indeed get used during the battle, and before anything else on the Mech had been tapped for use. That therefore displayed to me the information which shows that the Official MWO Website Wiki is direly overdue for a serious fix & update, being as the mechanic of Ammo Utilization from one's Mech has not changed in the Near 5 Years that I have been into the MWO Website's & Game's various elements, and I've been exposed to the kind of mental frustration & shock (read "PTSD", if you want a good idea of how burned in that it is) that makes this kind of knowledge stick with a person. :(

~Mr. D. V. "My own true PTSD-grade direct experience without question proves that Wiki to be false here." Devnull

#15 Kodyn

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Posted 10 October 2020 - 08:46 AM

I was taught by streamers and players much better than I that head ammo is used first. So either the vets and comp guys are all doing it wrong, or that wiki is woefully inaccurate. Or they've changed something over the years.

There's reasons many players run partially stripped cockpit armor and carry ammo in there, don't think we'd have been getting away with it this long if it was dangerous and led to being head-shotted.

#16 Thorqemada

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Posted 10 October 2020 - 08:55 AM

Head Ammo is good, the chance that it cookes off on a hit is slim (+ individdual ammo slots more than 50% depleted wont explode at all if i remeber right) and if so you are probably killed anyway so i allways use Head Ammo if possible.

For the Armor value used it depends but i use between 6 (Lights) to 12 (Medium/Heavys) points of armor usually and sometimes more on Assaults.

You wont survive more than one hit and you only need to identify what usually hits you and how much and put 1 point more protection on bcs hits going through armor allways do full internal damage (+ one to three multiple Crits if that happens).

Edited by Thorqemada, 10 October 2020 - 09:02 AM.


#17 GuardDogg

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Posted 10 October 2020 - 10:34 AM

View PostCherokeeRose, on 01 October 2020 - 05:58 PM, said:

The doors stick up really high, when they are open, can you shoot just the top part (the door) and get a hit on the arms?

Or do they only serve to give away your position, and are un-hittable, like antenna?


Wait until you use the Archer. I found a way....but players will have to learn.

#18 Aidan Crenshaw

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Posted 19 October 2020 - 10:20 AM

View PostD V Devnull, on 10 October 2020 - 02:09 AM, said:

Hi there, Aidan Crenshaw... Sorry to see you've been left unaware for once on this topic. However, I must unfortunately drop a bomb on this, as JediPanther is actually right, and the MWO Wiki is actually wrong in its' information for once. Through my own direct gameplay experience, I have discovered the following Order Of Utilization for any loaded Ammunition from the Loadout of one's own Mech during battle...
  • 1.) Head
  • 2.) Center Torso
  • 3.) Right Side Torso
  • 4.) Left Side Torso
  • 5.) Right Arm
  • 6.) Left Arm
  • 7.) Left Leg
  • 8.) Right Leg
...and find it rather puzzling that such differing misinformation (Possibly disinformation from someone trying to manipulate things so that they can get free headshots more easily?) has made it into the Official MWO Website Wiki that has been left hidden and slightly obscured from normal reach. If you think I'm kidding, please stop with that line of thought, and listen up. I have put Ammo in several sections – inclusive of the Head Component zone – and used a fair amount of Ammo during battle without using all of it. After that, I subsequently lost my Side Torsos, Arms, Legs, and even the Center Torso in some cases, thus resulting in my Mech's death in battle. When I glanced at the Ammo Levels in the Weapons Listing after my Mech is dead, and in each and every case that I took the time to check after being horribly ripped apart, it shows Zero Ammo in remain from what few parts of the Mech are left. This indicates that the Head Component's Ammo did indeed get used during the battle, and before anything else on the Mech had been tapped for use. That therefore displayed to me the information which shows that the Official MWO Website Wiki is direly overdue for a serious fix & update, being as the mechanic of Ammo Utilization from one's Mech has not changed in the Near 5 Years that I have been into the MWO Website's & Game's various elements, and I've been exposed to the kind of mental frustration & shock (read "PTSD", if you want a good idea of how burned in that it is) that makes this kind of knowledge stick with a person. Posted Image




~Mr. D. V. "My own true PTSD-grade direct experience without question proves that Wiki to be false here." Devnull


Greetings D V Devnull, I couldn't let this stand unchecked, so I tested in a private lobby. I used this loadout: VOID
You can see it has 2 tons of ammunition, 32 shots each before skills, equipped. In the lobby match, I shot 32 shots, to make sure half the ammo is gone. Then I went ahead and shot the arm with ammo in it off. You can see in the screenshot below, that 32 shots remain, equal to one ton, and it's the ton in the head, which was not consumed first.

Posted Image

Conclusion: Ammo in the head is consumed last!

Edited by Aidan Crenshaw, 19 October 2020 - 10:33 AM.


#19 D V Devnull

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Posted 19 October 2020 - 11:23 AM

View PostAidan Crenshaw, on 19 October 2020 - 10:20 AM, said:

Greetings D V Devnull, I couldn't let this stand unchecked, so I tested in a private lobby. I used this loadout: VOID
You can see it has 2 tons of ammunition, 32 shots each before skills, equipped. In the lobby match, I shot 32 shots, to make sure half the ammo is gone. Then I went ahead and shot the arm with ammo in it off. You can see in the screenshot below, that 32 shots remain, equal to one ton, and it's the ton in the head, which was not consumed first.

<<<image from https://i.imgur.com/0R1GDkq.jpg>>>

Conclusion: Ammo in the head is consumed last!

So... After you did that... What happens on the next trigger pull for that C-Ultra AC/20 Weapon on there? :blink:

The reason I ask is that I was encountering some interesting bugginess with the Ammo Counts updating when I forced Mechs to OverHeat in the Testing Grounds for understanding their Heat Management Characteristics and such. It actually took the next fired bullet before it would properly display the remaining Ammo that was actually there. Because of this, I'm not really sure any of us are getting an actual read on things, so it comes down to the subsequent trigger pull after losing all the Non-Head Ammo Bins that a Mech happens to have equipped. Unfortunately, because the Weapon that I was testing against accidentally got blown off by the OverHeat happening, it repeatedly rendered me personally unable to finish localized testing on my own. :huh:

Also, can I get a link to a "Smurfy's MWO Mechlab"-rendered version of that Loadout's display? For some reason, "Kill2Blit's MechDB @ Nav-Alpha.com" won't fully display for me. (Wouldn't surprise me if my browser is too old or something...) :(

~D. V. "wondering what got changed in MWO for Ammo Handling behind the visible contents" Devnull

#20 Aidan Crenshaw

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Posted 19 October 2020 - 09:22 PM

I don't know why it should work like this, but it's easy enough to test.

Edit: Test concluded, same results. Head ammo was still present when only one ton of ammo was left. Also, ammo count was promptly updated when ammo got destroyed.


Myth Busted, I'd say.

Edited by Aidan Crenshaw, 20 October 2020 - 12:54 PM.






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