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Targeting Comps


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#1 TheCallandor

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Posted 20 November 2021 - 09:55 PM

Would it be possible to show in mech lab the boost to weapon systems when adding a targeting comp?

#2 caravann

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Posted 20 November 2021 - 11:50 PM

If it's possible to add skill nodes to the weapons I do not see why.

Since swapping the screen to 4k the description is not seen at all when pointing at the gun in mechlab.
It is seen when looking at the stats in the warehouse. The game extract the data from the script on the velocity of the weapon.

A question remain, has Targeting computer been broken since the beginning or is there any example of the data showing up.
If the application can not recognize the changes is a red warning that the changes is not attributed. The game knows how to add the skill points changed stats but not from the targeting computer. The game ask to extract the data from the gun after multiplied everything and that's why the skill points increases the stats. What happened here is what I expect is that targeting computer is considered a skill point node and the equipment does = Nothing

Since not a single stat is showing up is because it is not added to the mechlab and the mechlab need you to confirm the changes of the stats on the mech.

#3 chaosshade2638

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Posted 21 November 2021 - 02:19 AM

There's a very small quirk with TComps, even though they're an additive bonus, they don't add the full bonus. If you have Clan TComp 1, you get a 4% beam range boost and 6% range bonus from skill nodes, the applied bonus is only 9.97%
Clan TComp 1 bonuses:
Posted Image
Clan ER Medium Laser stats (small cooldown bonus applied from mech chassis, not relevant for this demonstration):
Posted Image
Mech skill bonuses (other nodes selected but not relevant to this demonstration):
Posted Image
Final result after all internal math is applied. Bonus in mechlab is 10% between Range skills and TComp, but displayed bonus is only 9.97%:
Posted Image

Larger TComps quickly lose their usefulness with lasers because the trade-off between range bonus and heat management gets out of hand quickly. Larger TComps are better suited to autocannon-based builds because autocannons generally run fairly cold but you can score critical hits in rapid succession with them. The AC/2 Dakkawhale and AC/2 Rifleman II benefit HUGELY from having large TComps in them.

Edited by chaosshade2638, 21 November 2021 - 02:20 AM.


#4 justcallme A S H

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Posted 21 November 2021 - 03:26 AM

View Postchaosshade2638, on 21 November 2021 - 02:19 AM, said:

Larger TComps quickly lose their usefulness with lasers because the trade-off between range bonus and heat management gets out of hand quickly. Larger TComps are better suited to autocannon-based builds because autocannons generally run fairly cold but you can score critical hits in rapid succession with them. The AC/2 Dakkawhale and AC/2 Rifleman II benefit HUGELY from having large TComps in them.


It is actually the opposite.

You will find laser mechs often run TC4-TC7 for the extra range and crit-chance. If you out range your enemy, you out trade your enemy.

#5 caravann

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Posted 21 November 2021 - 07:07 AM

I noticed that the spreadsheet rounds up your heat management. If the heat management is 0.9 it is shown as 1.0 as example.

The major stat is 22% tracking speed from a level 1 tracking computer.

Range for lasers is a good thing as well but the cost in tonnage makes it an option for assault class mechs.

I think of it as a soft-nerf to missiles. want an extra tonnage of ammo or a tag? but then you actually need a tag, which can not be said about the targeting computer, maybe if you are sniping with missiles or sniper in general. The tracking works in range where the tag can not reach and the targeting computer help lasers reaching a little further.

This advantage last maybe 2 minutes until the other team positioned closer and it is a lot of micromanage keeping track on your max range and lasers have optimal range. Again biting the snake in its own tail.

#6 w0qj

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Posted 21 November 2021 - 07:37 AM

Appreciate your personal touch in reply, justcallme ASH...

But MWO forum had already been widely quoted that this TC4-TC7 really comes to its own in Faction Play, which can afford such 1000+ meter range (Boreal Vault in FP is one example).

But even FP players on this MWO forum have been quoted that you rarely get to trade such 1000+ range in Quick Play...

So perhaps TC4-TC7 may indeed be useful for long range drop deck in Faction Play,
but QP does not really need long range trading hence no need for TC4-TC7?

I'm in QP Tier T4 & sometimes T3, if this gives any context on my own personal comments... thanks!


View Postjustcallme A S H, on 21 November 2021 - 03:26 AM, said:

It is actually the opposite.

You will find laser mechs often run TC4-TC7 for the extra range and crit-chance. If you out range your enemy, you out trade your enemy.


#7 caravann

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Posted 21 November 2021 - 07:44 AM

View Postjustcallme A S H, on 21 November 2021 - 03:26 AM, said:


It is actually the opposite.

You will find laser mechs often run TC4-TC7 for the extra range and crit-chance. If you out range your enemy, you out trade your enemy.

not only that the increased optimal range can be equal of an extra gun that you gain back what you lost in tonnage if in max optimal range. Example my EBJB has 4 erlasers but since I have a targeting computer I reduce 4 erlasers to 3 erlasers with just as much heat management like before. the 3 lasers increase the ghost heat cap limit and the heat is the same as 4 erlasers, the difference is that those 3 lasers deals damage of 4 lasers from a longer range but those 3 lasers do not deal damage of 4 lasers at close range. since the optimal range is at 1K I can shoot at missile boats with 4 virtual erlasers instead of 4 physical erlasers while at close range this will change to 3 instead of 4 and in general; You trade away short range for long range.

#8 Extra Guac

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Posted 21 November 2021 - 09:23 AM

View Postchaosshade2638, on 21 November 2021 - 02:19 AM, said:

There's a very small quirk with TComps, even though they're an additive bonus, they don't add the full bonus. If you have Clan TComp 1, you get a 4% beam range boost and 6% range bonus from skill nodes, the applied bonus is only 9.97%


You're right, that's really weird. I just tested, and range nodes from the skill tree work correctly (and they are multiplicative). So, a cERML with 4 range nodes gives you a range of 416.002 meters, which is slightly more than a 4% boost. This shows up in the mech lab.

But, we can't see the decimal places in-game, so it might be exactly 416 meters in-game, rather than 416.002. We really don't know.

The TC bonuses don't show up in the mech lab, so they must be applied at a different time, or using a different method.

The same mech with a TC1 plus those 4 range nodes has a range of 431 meters, when it should be 432.

The game is probably doing some kind of back-calculation, where it applies both bonuses and then makes an adjustment where it subtracts a certain amount to get back to the additive amount. But, it's subtracting too much and overshooting the correct number.

#9 justcallme A S H

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Posted 21 November 2021 - 03:17 PM

View Postw0qj, on 21 November 2021 - 07:37 AM, said:

Appreciate your personal touch in reply, justcallme ASH...

But MWO forum had already been widely quoted that this TC4-TC7 really comes to its own in Faction Play, which can afford such 1000+ meter range (Boreal Vault in FP is one example).

But even FP players on this MWO forum have been quoted that you rarely get to trade such 1000+ range in Quick Play...

So perhaps TC4-TC7 may indeed be useful for long range drop deck in Faction Play,
but QP does not really need long range trading hence no need for TC4-TC7?

I'm in QP Tier T4 & sometimes T3, if this gives any context on my own personal comments... thanks!


True. FP and Comp TCs play far more advantage in terms of game play for Lasers. That said there is not a single ballistic mech I have a large TC on as the ammo is usually a limiting factor.


Examples of scenario for QP

Mauler AC2s - mal-mx90 - Where you need every ounce of tonnage/ammo. You cannot afford to be fitting a TC4+ into it.

Warhawk ERPPC TC3 - whk-c - TC3 works nicely in QP

Summoner ERPPC TC5 - smn-f - Even though 2 cERPPC is a little under gunned you can still do very well with this SMN and minimal exposure high mounts.

Battlemaster 4 ERL TC3 - blr-1g. Can drop for 1 more DHS/Engine but doesn't matter that much.


So there definitely are use case scenarios for Energy in QP. I find there is definitely not enough tonnage available for most Ballistic builds for large TCs as they are all quite ammo limited as it is.

#10 w0qj

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Posted 21 November 2021 - 03:38 PM

Awesome, thanks, Justcallme ASH !

And guess you'll soon can add your "CS 2021 Referee" onto your Title avatar very soon! ;)

#11 justcallme A S H

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Posted 21 November 2021 - 05:00 PM

Not a ref this year actually. I've been playing for the first time in a couple of years - no ref if I'm playing - wouldn't be fair.

#12 Extra Guac

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Posted 21 November 2021 - 07:04 PM

Don't you think the Mauler could take 6AC2, LFE300, 2DHS, and a large TC? You still have great heat efficiency with the AC2's, and with a coolshot you'd probably be fine for the match.

#13 justcallme A S H

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Posted 21 November 2021 - 07:19 PM

You can if you want and drop a DHS. I was more mocking it up for the ammo count for QP.

I actually run UAC2s on it (or RAC/UAC5s) and it needs every bit of the DHS. If it was FP I'd just load up more ammo personally - AC2s with skill maze velo hit fast enough I find and ammo has always been the issue as you don't want to be shooting just at optimal - you want to lay down early fire so that does mean chewing up 10-20% of the ammo doing reduced damage.

#14 JC Daxion

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Posted 22 November 2021 - 06:24 PM

View Postjustcallme A S H, on 21 November 2021 - 05:00 PM, said:

Not a ref this year actually. I've been playing for the first time in a couple of years - no ref if I'm playing - wouldn't be fair.


When are the matches going to start streaming for this? I mean the main ones, or at least the semi finals leading into the events. I have not been following it much, but i always enjoy watching the comp matches at mech con, and try to squeeze in some of the earlier ones.

Are you guys going to be posting a schedule soon? :)

View Postw0qj, on 21 November 2021 - 07:37 AM, said:


I'm in QP Tier T4 & sometimes T3, if this gives any context on my own personal comments... thanks!



I use TC4 in one of my marauders. It's the one i got from the MW5 preorder. I run 4 ERLL's with a TC and a couple of rockets. I could go slightly faster or alot slower and swap to SRM's, but i think most of the match is about long range and the rare instance something gets close a double rocket shot can wreck a light for sure. :)

#15 justcallme A S H

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Posted 22 November 2021 - 08:03 PM

View PostJC Daxion, on 22 November 2021 - 06:24 PM, said:

When are the matches going to start streaming for this? I mean the main ones, or at least the semi finals leading into the events. I have not been following it much, but i always enjoy watching the comp matches at mech con, and try to squeeze in some of the earlier ones.

Are you guys going to be posting a schedule soon? :)


We're almost finished!

I've been casting the finals the past month. MWOLeagues on Twitch if you wanna see the lead ups.

Next sets of Semi and Grand final is 4th/11th. I can't say if I'll be casting those but I am trying my best to work it.

#16 Saved By The Bell

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Posted 23 November 2021 - 01:02 AM

I use T1 in almost all mechs. Except lbx or mashine guns.





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