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PC.IGN Article on MWO



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#161 Adridos

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Posted 07 May 2012 - 12:02 PM

View PostAegis Kleais™, on 07 May 2012 - 11:58 AM, said:

My hope is that they took my dislike of the design so to heart, that they are in the process of re-designing it to be similar to the other Mech's design cues. ;)


They have "full hands of work" making the mech n°10. :wub:

#162 Mikro

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Posted 07 May 2012 - 12:09 PM

I love the Breakdown the Forum User Killer Hunchback eh Grrrr

#163 Adridos

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Posted 07 May 2012 - 12:12 PM

View PostMikro, on 07 May 2012 - 12:09 PM, said:

I love the Breakdown the Forum User Killer Hunchback eh Grrrr


Don't worry, we'll make him pay for that. ;)

#164 Cheveyo

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Posted 07 May 2012 - 12:15 PM

Looks abslolutely graet ;)

#165 Dihm

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Posted 07 May 2012 - 12:39 PM

So I just watched the Light Mech breakdown.

Dumbfire SRMs? Seriously? They are missiles, not rockets.

Edited by Dihm, 07 May 2012 - 12:39 PM.


#166 Garth Erlam

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Posted 07 May 2012 - 12:40 PM

View PostDihm, on 07 May 2012 - 12:39 PM, said:

So I just watched the Light Mech breakdown.

Dumbfire SRMs? Seriously? They are missiles, not rockets.

Follow the TT - except don't! ;)

"First introduced in 2370 by the Terran Hegemony, Short Range Missiles are direct-fire missiles that sacrifice range for hitting power."

PS. Arrows and Rocks are 'missiles' too ;D


#167 veretax

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Posted 07 May 2012 - 12:44 PM

View PostDihm, on 07 May 2012 - 12:39 PM, said:

So I just watched the Light Mech breakdown.

Dumbfire SRMs? Seriously? They are missiles, not rockets.



As I recall from TT Streaks supposedly 'locked' where as SRMs were deadfire (not dumbfire) Dumbfire implies they fly straight with no course correction, where as deadfire, implies they launch with initial guidance info, will arc in direction toward target, but not correct much if target has 'moved'. Does that sound about right?

#168 Ross486

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Posted 07 May 2012 - 12:45 PM

View PostGarth Erlam, on 07 May 2012 - 12:40 PM, said:

Follow the TT - except don't! ;)

"First introduced in 2370 by the Terran Hegemony, Short Range Missiles are direct-fire missiles that sacrifice range for hitting power."

PS. Arrows and Rocks are 'missiles' too ;D


I was just gonna say aren't missles used by Inner Sphere designs unguided?

Edited by Ross486, 07 May 2012 - 12:45 PM.


#169 Cifu

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Posted 07 May 2012 - 12:48 PM

View PostGarth Erlam, on 07 May 2012 - 12:40 PM, said:

PS. Arrows and Rocks are 'missiles' too ;D


Pls do not take as a offense, but unguided munitions with engine know as rockets, guided munitions with engine know as missiles in military terms.

Yea, i know what you write, and Arrows and slingshoots spelled missiles in the common term.

Side note: There be guided SRM's? (Like Streak SRM's?)

Edited by Cifu, 07 May 2012 - 12:51 PM.


#170 Arnie1808

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Posted 07 May 2012 - 01:07 PM

"Everyone chose a Hunchback FFS" That made me ;)

Plus the Hunchie doing the splits in mid air :wub:

#171 MaddMaxx

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Posted 07 May 2012 - 01:13 PM

View PostAegis Kleais™, on 07 May 2012 - 11:55 AM, said:

I think PGI had stated previously that the only thing they were finitely taking from canon was weapon tonnage and critical slots. It would be more than feasible for they to be using an unheard of metric for armor levels.

LRM15 range is 21, which is 630m @ 30m/hex. But the game says that LRMs have a range of 640m. PGI is balancing the game's range, damage, armor points, etc. in order to find a proposed balance it seems.


Seems a rather small change. A 1.015% increase of the 30m hex distance. Why even bother?

Edited by MaddMaxx, 07 May 2012 - 01:14 PM.


#172 Arnie1808

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Posted 07 May 2012 - 01:14 PM

How come they got a tard that seems to know nothing about Mechwarrior/Battletech to do the inerviewing?

#173 Aegis Kleais

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Posted 07 May 2012 - 01:20 PM

View PostMaddMaxx, on 07 May 2012 - 01:13 PM, said:


Seems a rather small change. A 1.015% increase of the 30m hex distance. Why even bother?

Well, we can see it as either a +.015% increase to hex size. Or an absolute change of "LRMs have a 640m range" that is independent of modifying the hex sizes. ;) I personally think the latter is happening.

#174 Aegis Kleais

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Posted 07 May 2012 - 01:24 PM

Come on guys, the only difference between rockets and missiles is that they're spelled differently.

I mean, it's not rocket science.......er.......um....

#175 Solis Obscuri

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Posted 07 May 2012 - 01:24 PM

View PostGarth Erlam, on 07 May 2012 - 12:40 PM, said:

Follow the TT - except don't! ;)

"First introduced in 2370 by the Terran Hegemony, Short Range Missiles are direct-fire missiles that sacrifice range for hitting power."

PS. Arrows and Rocks are 'missiles' too ;D

Yes, SRMs cannot be used for indirect-fire like LRMs can (and therefore have no parabolic launch angle and corresponding minimum range). The standard munitions are guided, though, with the exception of:

Quote

Dead-Fire Missiles


Dead-Fire Missiles were prototype weapons developed by House Kurita to offset the increasing cost of military hardware. To reduce cost, the guidance systems of standard long range and short range missiles were removed and replaced with larger warheads.[1] Though this obviously increased the damage the missiles inflicted, the lack of guidance made the systems very difficult to use. These systems existed for only a brief time before being superseded by Medium Range Missile launchers.

Game Rules
Any standard LRM or SRM launcher could be loaded with Dead Fire Missiles. These missiles would inflict one extra point of damage (2 points per LRM, 3 per SRM) but when using the cluster hits table, the controlling player rolled 3D6 and used the two worst rolls to determine the number of missiles that hit.[2]
When a launcher loaded with Dead Fire Missiles is hit by weapons fire, in addition to the launcher being destroyed, the missiles loaded in the rack explode and inflict more damage on the internal structure. The damage inflicted is equal to the number of missiles multiplied by their damage rating. An LRM-15 loaded with Dead Fire Missiles would inflict 30 points of damage for example.[3]

Dead Fire Missiles were replaced by Medium Range Missile launchers and are no longer valid in game play.

References
  • Tactical Handbook, p. 56
  • Tactical Handbook, p. 57
  • Tactical Handbook, p. 57
Bibliography
http://www.sarna.net...d-Fire_Missiles

#176 Morashtak

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Posted 07 May 2012 - 01:25 PM

Niiiice. All of it. Just wanted to pop in and say that before heading back to digest every juicy morsel again and again.

"ForumUserKiller" was lol worthy.

The weight and speed is looking real good and it was nice to see the missiles have a bit of speed.

One nitpick - It appeared that the "Speed" indicator in the MechLab was a bit wonky. Also suggests that we will again see TT type speed increments.

#177 Dihm

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Posted 07 May 2012 - 01:26 PM

I made a new thread in Suggestions if people want to follow this SRM derail. ;)

Let's get back to talking about how awesome this game is looking and how fast it's coming along!

lawl Cat-handstand and Hunchi whackylegs!

Edited by Dihm, 07 May 2012 - 01:28 PM.


#178 Leetskeet

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Posted 07 May 2012 - 01:29 PM

At something like 0:50 I saw a Hunchback with double either AC/2's or AC/5's and they were fully automatic.

Do i get to say I told you so? Smart developers are smart.

#179 Oswin Aurelius

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Posted 07 May 2012 - 01:33 PM

View PostLeetskeet, on 07 May 2012 - 01:29 PM, said:

At something like 0:50 I saw a Hunchback with double either AC/2's or AC/5's and they were fully automatic.


Or they could have been Machineguns. ;)

#180 Sprouticus

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Posted 07 May 2012 - 01:36 PM

View PostGarth Erlam, on 07 May 2012 - 12:40 PM, said:

Follow the TT - except don't! ;)

"First introduced in 2370 by the Terran Hegemony, Short Range Missiles are direct-fire missiles that sacrifice range for hitting power."

PS. Arrows and Rocks are 'missiles' too ;D


Garth, you guys have the right to make SRM's any way you like, but you are completely wrong on the interpretation of that sentence. SRM's are guided munitions. Rockets and MRM's are not. Dead Fire missiles (as noted above) are not.

again, if you guys wish to make SRM's dumb fire stupid missiles feel free. I will tell you though that from extensive experience, dumb fire weapons were almost immediately shelved in MW4 multi-player due to being ineffective.

My suggestion for SRM's is to treat them like you have LRM's working now, except with a slightly different timer and maybe a slightly tighter spread. LRM's seem to spread across the entire mech, perhaps SRM'* *** 2 sections. And perhaps make their lock time fairly quick.

The for streaks (when they appear) make them hit 1 section or lock on faster.





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