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Post by StoneWall on Sept 7, 2016 11:25:21 GMT
I know I've been asking alot, but is there a way to list some damage values for weapons? I noticed there are Clan versions of lasers, the new Artemis missles, etc. I can always test fire myself, but I won't know the values other than what damage is displayed. Thanks for everything
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paul
New Member
Posts: 6
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Post by paul on Sept 7, 2016 21:43:39 GMT
I have no idea what the values are but since I will be aiming for your head it will be a 1 shot kill regardless!
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Post by AncientxFreako on Sept 7, 2016 23:12:16 GMT
LOL
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Post by AncientxFreako on Sept 7, 2016 23:14:43 GMT
Stoney, I'll be providing a weapons table with the next version of the mod, but some of the damage values will be changed in that version. In the meantime, if you tell me which weapons you want the damage values for I'll put them in this thread, no problem.
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Post by StoneWall on Sept 8, 2016 11:26:46 GMT
Stoney, I'll be providing a weapons table with the next version of the mod, but some of the damage values will be changed in that version. In the meantime, if you tell me which weapons you want the damage values for I'll put them in this thread, no problem. What are the range/damage/heat differences between the ER S/M and the Clan versions?
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Post by StoneWall on Sept 8, 2016 11:27:30 GMT
I have no idea what the values are but since I will be aiming for your head it will be a 1 shot kill regardless! lol. Well aim for my head but lead me by about 1/2 to 1 Mech's length for the lag shooting. Speaking of headshots, I just got my first in MWO. I will be called a newb for not getting it on my first game with the first shot ever though if I post it to the MWO forums. 
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Post by AncientxFreako on Sept 9, 2016 1:05:39 GMT
Stoney, I'll be providing a weapons table with the next version of the mod, but some of the damage values will be changed in that version. In the meantime, if you tell me which weapons you want the damage values for I'll put them in this thread, no problem. What are the range/damage/heat differences between the ER S/M and the Clan versions? There are no differences between innersphere/clan ER lasers in 'mech3, or in this mod. They are grouped as the same weapon in the game. ER meds: damage 6.3 heat .19 range 600m ER small: damage 3.6 heat .1 range 240m The ER lasers in the mod fire for .3 seconds, but the damage values were calculated by me already taking this into consideration. The damage is over time like the pulse lasers originally were, but much shorter. So for example, the actual damage for er meds is listed as 24, but since they only fire .3 seconds the actual damage is 3.6 (.3x24) Full damage on one focused spot on a mech rarely occurs which raises the skill level. Heat is also affected by the time, so probably .3 x .19 = the actual heat for the weapon. The Innersphere non-er meds and large do less damage but their "hold" time is .25 of a second, so they fire quicker bursts and result in a more focused shot, and they run cooler. Another characteristic of all the lasers is that at full range they only do 75% of their damage (probably about 10 or 20 meters short of full range to full range) In the next version of the mod I've set the non-er lasers "damage at max range" to 85% and the ER lasers to 35% so there's another reason to consider Non ER lasers. Extended range is a big advantage, especially for lasers, so I've done all this in the spirit of maintaining battletech balance.
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Post by herby on Nov 5, 2016 17:06:21 GMT
In the next version of the mod I've set the non-er lasers "damage at max range" to 85% and the ER lasers to 35% so there's another reason to consider Non ER lasers. Extended range is a big advantage, especially for lasers, so I've done all this in the spirit of maintaining battletech balance. Instead of having the damage at range so drastically different for large ERs vs large lasers, why not bump up the heat factor for ERs instead? 85% vs 35% is a huge game changing difference and does cause me to reevaluate ERs effectiveness. I use ERs because of their range. The heat difference between them and normal lasers is not that noticeable because you don't normally use them in large groupings but the effectiveness at range makes a huge difference. If the heat was a bigger factor I would have to add more heatsinks or use less ERs but the effective range would not be compromised. It would be more consistent within the large laser groups. Medium laser range is not nearly as dramatic and heat is much more of a factor. Here a big difference in effective range would be more appropriate, In my opinion. As it is, heat prohibits me from using medium ERs in larger groups but the range difference is not that much of a factor. In the campaign I never use ballistic weapons (I do use missiles though) because of the scarcity of ammo and to some extent the restrictive weigh limits but mainly because there's never enough ammo available and never early enough in the campaign to use them consistently. My 2ยข
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Post by AncientxFreako on Nov 5, 2016 17:53:49 GMT
Definitely some possibilities to consider. However, the "damage at max range" only occurs pretty much right at the stated range of the laser, so it really doesn't have as much of an effect as you might think. What has the most effect is the "damage over time" aspect, especially at range.
There is a glitch in the game you can exploit for getting more ammo: decide what ammo you want, go into instant action and make a custom mech that only has that ammo completely loaded in every critical space of the mech, and save the mech. Then, during the campaign in the mechlab if you have salvaged even a single ton of the same ammo you can then choose the "ammo mech" you saved and you'll instantly have all that ammo and can store it in your mfb's. Have fun with that, hehe.
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