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Tool Tips On Loading Screen - It Might Be Time


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#1 Monky

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Posted 04 December 2012 - 06:40 PM

Here are some suggestions for loading screen tool tips, feel free to use if you want PGI;

Gauss Rifles can detonate when hit - be careful where you place them on your mech!

Gauss Rifle Ammo is non explosive, and can safely be placed in any open spot on your mech.

All ammunition except Gauss Rifle Ammo can explode when hit, possibly destroying your mech!

C.A.S.E Can protect your fusion engine from Ammo Explosions - so long as the ammo is on the same side of the mech as the C.A.S.E - WARNING: Does not apply to XL engines!

AMS systems reduce the threat of enemy missiles to you and nearby teammates, so long as they have ammo.

LRMs are 'Long Range Missiles', which can reach out to 1000 meters and track their target - so long as you maintain a lock on!

SRMs are 'Short Range Missiles', which can't lock on but pack a punch. Use Artemis Upgrades, TAG Laser, or NARC beacons to improve accuracy!

SSRMs are 'Streak Short Range Missiles', high tech versions of regular Short Range Missiles that lock on to their target, but they can't fire without a lock. Great for countering scouts!

Lasers come in three types, Normal, Extended Range (ER), and Pulse, Pulse being heavier, hotter running, and shorter ranged but also easier to hit with and dealing more damage. ER lasers have more range than normal ones, but are hotter to fire.

Lasers come in three sizes, Small, Medium, and Large. The bigger the laser, the more damage and range, but also more weight and heat from firing.

Machineguns are short range, light weight, low heat, and ammo efficient ballistic weapons, best used to destroy the insides of a 'mech that has already lost its armor.

Autocannons come in several different shapes and sizes - each with its own capabilities. The bigger the number next to their name, the more damage they deal per bullet, but the shorter the range.

Endo Steel Upgrades make your mech chassis lighter - freeing up weight for heavy equipment at the cost of space to put it in.

Ferro Fibrous Upgrades make your armor lighter - freeing up weight for heavy equipment at the cost of space to put it in.

Double Heat Sink Upgrades are an advanced form of heatsink, three times the space for the same weight as a Single Heat Sink, but significantly more efficient per heatsink.

Artemis Missile Upgrades provide more accurate, but much more expensive, missiles for your missile launchers. This upgrade also decreases the time it takes to lock your missiles onto the target.

UACs, also know as 'Ultra Auto Cannons' have the ability to fire much faster than normal Autocannons, but risk temporarily jamming while doing so.

LB-X, also non as 'Luxor Ballistics Experimental Autocannons' fire a spread of smaller shells instead of a single one. The number next to the name indicates how many will fire at once.

Flamers are useful for heating up an enemy mech, limiting their performance and keeping them from firing high-heat weapons. Be careful though, it heats you up too!

PPCs are 'Particle Projector Cannons' - Lightning guns. They have good range and don't use ammo, but the price for this is very high heat and a 90 meter minimum range.

ER PPCs are 'Extended Range' versions of the normal PPC, they generate a huge amount of heat, but can send a deadly blast of lightning to unreal ranges, and unlike normal PPCs have no minimum range.

The BAP, or 'Beagle Active Probe', helps you spot and lock on to targets from further away than normal, increasing your scouting effectiveness. You can also see the enemy's loadout more quickly!

The TAG laser is a tool used to counter enemy ECM and increase the accuracy of missile fire against the target. Simply put the crosshair over the enemy and light them up, so long as you're within range.

NARC Launchers fire beacons that attach to an enemy when they score a hit. These beacons increase the accuracy of missiles fired at that target for a period of time, so long as the target remains locked.

ECM is a suite of equipment for electronic warfare - protecting your friendlies from most lockons and cancelling the effect of NARC beacons within 180 meters. Can be used to counter enemy ECMs when toggled to 'counter' mode, but this stops the defensive benefits.

#2 Bhael Fire

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Posted 04 December 2012 - 06:51 PM

Yes. Loading screen tips and advice would be an excellent addition.

Also, tooltips that pop up over menu items explaining what they do in more detail is another thing desperately needed.

Edited by Bhael Fire, 04 December 2012 - 06:51 PM.


#3 FullMetalJackass

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Posted 04 December 2012 - 07:11 PM

What about having some battletech history and/or facts. This would help get some of the new folks up to speed on whats going on.

#4 Monky

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Posted 04 December 2012 - 07:23 PM

View PostFullMetalJackass, on 04 December 2012 - 07:11 PM, said:

What about having some battletech history and/or facts. This would help get some of the new folks up to speed on whats going on.


This is a good idea. I haven't written any down as I'm more of a rules grognard than a lore grognard, but if anyone wants to chip in by all means.





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