Community Questions 5
#61
Posted 08 March 2012 - 06:09 AM
#62
Posted 08 March 2012 - 06:37 AM
- Flamers, how do they work? With the addition of "ammo" for flamers, they have become like the "vehicle flamers" found in the tabletop. This is different from the "battlemech flamers" that actually shot superheated gas funneled from the mech's reactor. Was anything done to improve the effectiveness of flamers to compensate for the fact that they no longer have unlimited ammunition? Will the tonnage required for flamers increase now that they have to have ammunition supplied to them? If so, how does this effect mechs loadouts that have flamers and didn't have to account for the additional ammo in their canon loadouts? What will we be able to light on fire? Please describe the burning in detail.
- LRMs, how do they work? Is there a minimum range required for lock on? Are you able to "dumb-fire" them without a missle lock? For indirect fire, how intelligent are the missles? Will pilots firing indirectly need to aim up into the sky to arc their missles, or will the missles handle SOME of that themselves? How close to a "flat" trajectory will the missles get during indirect fire at their longest range. I'm curious how easy it is to "lob" them, essentially.
- How massive are the trees on these worlds that they can stop a 100 ton mech in its tracks?
- Where can I buy some MWH20, my thirst needs to be alpha striked with precision accuracy.
Edited by Dihm, 08 March 2012 - 06:49 AM.
#63
Posted 08 March 2012 - 06:41 AM
Dihm, on 08 March 2012 - 06:37 AM, said:
- Where can I buy some MWH20, my thirst needs to be alpha striked with precision accuracy.
Simply ask the one making the Borg cube to print the MW:O logo for you a few times. A glue, bit of paper and tidy hands and you will drink MW:O H2O in no time.
Edited by Adridos, 08 March 2012 - 06:41 AM.
#64
Posted 08 March 2012 - 06:58 AM
Q2 // Since you are in SFO now, have you been to Church Key? It is a bit off the beaten path, but it is easily one of the best bars I have ever been to. Over 100 types of bottled beer and a rotating tap that never disappoints.
That is all.
Thank you!
#65
Posted 08 March 2012 - 08:40 AM
How in depth 'Mech control can we get? Are we talking sommersaults and side stepping?
#66
Posted 08 March 2012 - 10:38 AM
#67
Posted 08 March 2012 - 10:46 AM
1. Will we be able to select a group of weapons to fire, and then "chain-fire" the weapons in that specific group, or will we be forced to fire all weapons in a group?
2. Keyboard/joystick support is obviously neccessary for the initial launch. Are you considering other styles of controls (game-pad/Xbox) to include at all, or will you stick to the "basics" for now and worry about expanding controls later?
#68
Posted 08 March 2012 - 11:08 AM
Q2: Do you expect that unlocking pilot view would be an advanced portion of the learning curve to allow advanced pilots to use the ability to turn their pilots head as an additional method for shifting.moving the arm reticles? Is that even possible?
Q3: How will the arm reticle handle shoot way to the left or right (asuming no torso twist? Will only 1 arm shoot? Or is the field of fire for arms limited in such a way that you can always only shoot both arms?
#69
Posted 08 March 2012 - 11:38 AM
I have not seen any discussions on Multi-Display capability or more specificity the HUD being capable of spanning Multiple Displays. Is this an option for interface customizations?
#70
Posted 08 March 2012 - 11:51 AM
#72
Posted 08 March 2012 - 12:22 PM
#73
Posted 08 March 2012 - 12:31 PM
#74
Posted 08 March 2012 - 12:41 PM
Will internal damage be in congruence with your hits, displayed?
#75
Posted 08 March 2012 - 02:02 PM
Will joysticks be supported?
It will really stink to do a sim game without joystick support. At the very least can we have Game pad support?
#76
Posted 08 March 2012 - 02:07 PM
RacerX, on 08 March 2012 - 02:02 PM, said:
Will joysticks be supported?
It will really stink to do a sim game without joystick support. At the very least can we have Game pad support?
Paul Inouye, on 07 March 2012 - 11:46 AM, said:
#77
Posted 08 March 2012 - 02:42 PM
#78
Posted 08 March 2012 - 06:20 PM
#79
Posted 08 March 2012 - 06:34 PM
Quote
- Armor-piercing (AP) munitions (as distinct from the "standard" (HEAP) munitions) were prototyped by the FedSuns in 3053, and went into production in 3059.
- Caseless munitions were put into production by the FedSuns in 3055.
- Flak munitions were produced in 2310 for anti-air duty and have been available since, but were only occasionally popular (due to the superior anti-'Mech capabilities of the similar cluster rounds used by the LB-X series... when they were in production and available).
- Flechette munitions were put into production by the FedSuns in 3055.
- Precision munitions were put into production by the FedSuns in 3062.
- Tracer munitions were produced in 2300 and have been available since.
It should be noted at the links above that while each of the special munitions offers a unique advantage or capability (increased damage or storage or effectiveness against certain types of targets), each also comes with a disadvantage (increased likelihood of jamming, reduction in ammo capacity or precision) as well.
Canonically, neither LB-X nor Ultra autocannons can use special munitions (nor can the Rotary or Hyper-Velocity ACs).
The LB-X ACs can fire both standard (HEAP) and specialized (LB-X only) cluster rounds at slightly longer ranges than standard ACs, at the cost of having to carry both and the time needed to switch the ammo feeds from one to the other.
The Ultra ACs fire standard (HEAP) rounds, and can be fired at double the standard ACs' rate-of-fire at the cost of increased ammo consumption and heat build-up, reduced accuracy, and increased risk of jamming the weapon, or fire at the standard ROF (and act as essentially a slightly longer-ranged version of a standard AC).
Quote
LRM-only (+MML):
Follow-the-Leader Warhead (IS: year unknown, production stops in 3054)
Semi-Guided LRM (IS: 3057)
Standard Long-Range Missiles (IS and Clan: retained from Star League)
Swarm LRM (Clan: retained from Star League; IS: 3053)
Swarm-I LRM (IS: 3057)
Thunder LRM (Clans: retained from Star League; IS: 3052)
LRM and SRM (+MML):
Anti-Radiation Missiles (Clan: 3057, IS: 3066)
Dead-Fire Missiles (IS: year unknown)
Fragmentation Missiles (IS, mid-3050s)
Heat-Seeking Warhead (IS and Clan: retained from Star League)
Inferno Missiles (IS and Clan: retained from Star League)
Listen-Kill Missiles (IS: 3038, 3042)
Mine-Clearance Missiles (IS: 3069)
Smoke Warhead (IS: 3057)
SRM-only (+MML):
Acid (AX) Warhead (IS: year unknown, post-invasion)
Retro-Streak Warhead (IS: late 3050s)
Standard Short-Range Missiles (IS and Clan: Retained from Star League)
Tandem-Charge Warhead (IS: unknown, during invasion)
Tear Gas (IS: retained from Star League)
Arrow IV only:
Air-Defense Arrow Missiles (IS: 3068)
Arrow IV Homing Missiles (IS: 3044)
Cluster Arrow Missiles (IS: 3047)
Illumination Arrow Missiles (IS: 3047)
Inferno-IV Missiles (IS: 3055)
Laser-Inhibiting Warhead (IS: 3053)
Thunder Arrow Missiles (Clans: retained from Star League; IS: 3051)
Narc-only:
Bola Pod (IS: 3057)
Explosive Pod (IS: 3058)
Homing Pod (Clan: Retained from Star League; IS: 3035)
Shoot-and-Sit Pod (IS: year unknown)
iNarc-only:
ECM Pod (IS: 3062+)
Haywire Pod (IS: 3062+)
Homing Pod (IS: 3062)
Nemesis Pod (IS: 3062+)
Missile types that are known to be canonically available to the IS prior to 3049 are in bold.
Missile types for which no year/range-of-years of introduction to the IS could be found and could conceivably be canonically available to the IS in 3049 are in italics.
#80
Posted 08 March 2012 - 06:40 PM
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