Jump to content

- - - - -

Do Mrms Have A Min Range?


3 replies to this topic

#1 Richard Hazen

    Member

  • PipPipPipPipPipPipPip
  • The Aggressor
  • The Aggressor
  • 887 posts

Posted 08 October 2023 - 05:35 AM

I googled it and it says 60m is the minimum but then I asked in the game and they said no, so I'm confused what the actual min range is.

#2 w0qj

    Member

  • PipPipPipPipPipPipPipPipPip
  • Hidden Wolf
  • Hidden Wolf
  • 3,832 posts
  • Google+: Link
  • Facebook: Link
  • LocationAt your 6 :)

Posted 08 October 2023 - 05:51 AM

The IS faction's MRM does not have a Minimum Range.
ie: Firing MRM point blank at enemy yields full (pinpoint) damage!

Think the 60m minimum range you've just mentioned is the new Clan ATM minimum range.
Below 60m, the ATM does no damage.

- - - - - - - - - - - - - - - -
https://mwomercs.com...auldron-changes

Just to make sure you've gotten the memo about the minimum range damage changes since Cauldron changes came aboard since Apr'2021:

===========================
Major weapon behavior changes: (Civil War era weapons):
===========================

IS: STD Large Lasers: increased to firing 4x weapons at once without ghost heat penalty.

IS: STD PPC: increased to firing 3x weapons at once without ghost heat penalty.
IS: STD PPC: does slight (exponential decay) damage below minimum range (similar to Clan LRM). Minimum of 5.5 damage at zero meter range.

IS: Heavy PPC: does slight (exponential decay) damage below minimum range (similar to Clan LRM). Minimum of 5.5 damage at zero meter range.

IS: Light-PPC: no minimum range anymore.

IS: Snub-Nose-PPC: decreased back down to firing 2x at once without ghost heat penalty (June-2022 patch)
IS: Snub-Nose-PPC: does splash damage (similar to Clan ER-PPC), damage profile 2.5 / 10 / 2.5

IS: Light-Gauss: [Maintenance_HSL]: changed to "no" ghost heat penalty (can only charge/fire 2x at once though).
IS: Light-Gauss: no longer part of ghost heat linked penalty group of IS Gauss Family & IS PPC Family.

IS: STD SRM4: increased to firing 5x STD SRM4 weapons at once without ghost heat penalty.

IS: Rocket Launcher: does slight (exponential decay) damage below minimum range (similar to Clan LRM). 'Zero' damage at zero meter range.

IS: CASE: now 0 tons, still consume 1x critical slot. Equippable in Arm, Leg, Left/Right Torso.

IS: BAP: now 1 ton, and consume 1x critical slot.

IS & Clan: Streak SRM4: increased to firing 4x Streak SRM4 weapons at once without ghost heat penalty.

IS & Clan: AMS ammo does not explode anymore upon crit.

IS & Clan: MASC redline threshold increased to 85% (from 75%); MASC lasts longer (fill rate decreased).

Clan: ER-Micro-Laser: changed to "no" ghost heat penalty (fire as many as you want at once!)

Clan: Micro-Pulse-Laser: increased to firing 12x weapons at once without ghost heat penalty.
Clan: Micro-Pulse-Laser: no longer part of ghost heat linked penalty group of Clan ER-Micro-Laser.

Clan: AC5: increased to firing 4x AC5 weapons at once without ghost heat penalty.
Clan: AC5: decreased to 1x projectile shell per shot (down from 2x).

Clan: AC10: increased to firing 4x AC10 weapons at once without ghost heat penalty.
Clan: AC10: decreased to 2x projectile shells per shot (down from 3x).

Clan: AC20: increased to firing 2x AC20 weapons at once without ghost heat penalty.
Clan: AC20: decreased to 3x projectile shells per shot (down from 4x).

Clan: ATM3: increased to firing 6x ATM3 weapons at once without ghost heat penalty.
Clan: ATM Family: new minimum range of 60m (down from 120m). 'Zero' damage below minimum range.

Clan: 2x ECM Skill Nodes max out at 33% ECM Target Range Reduction (ie: 16.5% per ECM Skill Node)
Note: For IS only: 2x ECM Skill Nodes max out at 40% ECM Target Range Reduction (ie: 20% per ECM Skill Node)

Note: [Maintenance_HSL] = Strictly to overcome the PPC/Gauss linked Ghost Heat penalty group; there are no additional weapon hardpoints to accommodate additional ERPPC weapons. eg: KGC-001, MAD-4L

#3 martian

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 8,780 posts

Posted 08 October 2023 - 06:18 AM

View PostWill Hawker, on 08 October 2023 - 05:35 AM, said:

Do Mrms Have A Min Range?
I googled it and it says 60m is the minimum but then I asked in the game and they said no, so I'm confused what the actual min range is.

MRMs have no minimum range.

#4 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,467 posts
  • LocationParanoiaville

Posted 08 October 2023 - 10:38 PM

View PostWill Hawker, on 08 October 2023 - 05:35 AM, said:

I googled it and it says 60m is the minimum but then I asked in the game and they said no, so I'm confused what the actual min range is.


MWO is a relatively small game - Google results will sometimes steer you wrong, giving information that is outdated or actually for a different Battletech game.

A better source of information is MechDB, the go-to Mechlab for theorycrafting and sharing builds. They pull directly from the game's files, but some weapons' characteristics don't fit neatly into MechDB's format - ATMs are a case in point actually, since they do variable damage depending on how far the missiles travel before hitting your target. That's why the damage/range chart when you click on ATMs in the in-game Mechlab is so funky looking.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users