"Minor Visual Improvements"
the jenner D will be able to mount ecm
hahahahhahaaaaaaaaaaaaaaaaaaaaa what the fuck
The ability to equip an ECM suite to a Mech will be limited to specific variants. At first, only the following variants will be ECM capable:
Atlas AS7-D-DChahahahaahahaaaaaaaaaWhen your Mech is disrupted by an enemy ECM:
You will not know where your teammates are, and they won’t know where you are, unless you have direct line of sight to each other.
You cannot share any targeting data with the rest of your team, and vice versa.
Your Beagle Active Probe ceases to function.
You cannot achieve any missile locks.
Your TAG laser can still fire but provides no bonuses.
Your battlegrid and targeting information will flicker.
In this world, is the destiny of mankind controlled by some transcendental entity or law? ... At least it is true that man has no control; even over his own will.
So a couple of things from the wiki
Before the Helm Memory Core was decoded, the Capellan Confederation tried to re-create the Star League era ECM suites. The resulting electronics package was known only as ECM Equipment when it appeared on the Raven in 3025. Given the technology level of the Succession Wars era, it isn't surprising that this equipment was heavier and bulkier than the systems that inspired it. Interestingly, it could operate in either an offensive or defensive capability: It could seek targets like a Beagle Active Probe, or hide the unit mounting it like a Guardian. As it weighed as much as a standard PPC, took up as much room as an Autocannon/5, and had only half the range of the Guardian, production halted when the Confederation began production of their own Guardian systems in 3045.The Guardian ECM Suite was introduced in 2597 by the Terran Hegemony. Designed to interfere with guided weaponry, targeting computers, and communication systems, the Guardian is typically used to shield allied units from such equipment by emitting a broad-band signal meant to confuse radar, infrared, ultraviolet, magscan and sonar sensors. Affected systems include Artemis IV, C3 and C3i Computer networks, and Narc Missile Beacons. A Guardian can jam a Beagle Active Probe (or its Clan equivalent), but the probe-equipped unit will be aware of the jamming. The Capellan Confederation expanded the utility of the Guardian even more with the introduction of Stealth Armor.I'll be dropping a Ton of UAC5 ammo and half a ton of Armor from my legs to fit this CT. Definitely.The Inner Sphere Guardian ECM weighs 1.5 tons and takes up 2 critical spaces.
HOW TO LOOK LIKE A BAD ASS WHILE BEING A BAD ASS: A HOW TO
STEP FUCKIN 1) BE A BAD ASS
STEP DEUCE) HAVE THE PC GAMER SKIN; IF NOT JUST STOP NOW, YOU ARE NOT A BADASS
PASO TRES) GO TO CAMO, SELECT PC GAMER SKIN, GO TO COLORS> SELECT PC GAMER PALLET. SET ALL COLOR CHANNELS TO BLACK
NUMERO QUATTRO) PROCEED TO MURDER BADS IN YOUR MURDERED OUR MURDER MECH!!!!!!!
New version of the java mechlab is out btw. Slightly easier to use, and an easier to read output.
On how critical hits work and some other important stuff: http://mwomercs.com/forums/topic/763...4#entry1474814
Answers:1) What value are DHS now set at (Both Heat dissipation and Heat Scale increase) for sinks inside and outside the engine?
2) How exactly do critical hits work? What is the chance of each shot doing one? What are the HP of the various components. Do engines have different hit points? What about the Side torso hit boxes of XL engines?
3) It was mentioned some time ago that weapons of the same type, mounted in the same location would generate more heat. Has this been implemented? If so by what factor is the heat raised?
4) How does CASE work exactly (I know it limits the damage from ammo explosions to that location) But does Gauss ammo explode (it shouldnt) Will Case protect against the Gauss Rifle exploding when that fix comes?
1) Double heat sinks internal to the engine are set to increase the heat scale by 2 points and provide -0.2 heat/sec cooling. Double heat sinks that you add to your Mech increase the heat scale by 1.4 points and provide -0.14 heat/sec cooling. (For reference, single heat sinks increase the scale by 1 and cool -0.1 heat/sec. The heat scale starts at 30 and is then is increased based on the heat sinks in your Mech.)
2) Each time the internal structure of a Mech takes damage, there is a chance that the hit will cause at least 1 critical hit. There is a 25% chance of causing 1 critical hit, a 14% chance of causing 2 critical hits, and a 3% chance of causing 3 critical hits (for a total of a 42% chance of any sort of critical hit). Each critical hit will randomly hit a weapon or piece of equipment in that location; the chance of a particular piece of equipment being hit is proportional to how many critical slots it occupies. Each critical hit damages the weapon/equipment an amount equal to the damage that caused the critical hit.
For example, an Atlas AS7-D is hit with an AC/5, for 5 damage to its left torso’s internal structure. The attacker gets lucky and this results in 3 critical hits. Two of the crits hit the LRM 20 and 1 hits the heat sink. The heat sink will take 5 damage and the LRM 20 will take 10 (5 x 2 = 10).
Currently, all engines have 15 points of health while all other items have 10. One of the changes going through QA right now, and that will be applied to an upcoming patch, is lowering the health of the Gauss rifle to 3 points. And, sometime soon, we plan on doing a full pass on the health of all the items.
Critical damage to the side torso hit boxes of XL engines deals damage to the engine as a whole. However, it should be noted that, currently, critical damage to your engine will not disable it, but simply add to your repair bill. This is likely to change when we do the pass on the health values.
3) This has not been implemented.
4) First, Gauss ammo does not explode, but the Gauss rifle does (for 20 points of damage). However, it was discovered that the Gauss rifle explosion was not working properly. The fix has been completed and will be implemented in an upcoming patch.
When ammo (or a Gauss rifle) explodes, it can cause large amounts of damage. If the explosion destroys the internal structure of a location, any remaining damage is transferred inward, to the internal structure of the next location. Arms and legs transfer to the appropriate side torso, side torsos transfer to the center torso. CASE prevents the explosion from transferring past the location in which it is installed.
For example, if you have CASE installed in your left torso, any explosion that starts in, or transfers into, your left torso will never transfer any damage into your center torso.
Some of you may notice that this doesn’t do anything for Mechs with XL engines, and yet many of the canon default loadouts include XL engines and CASE in the side torsos. We are currently considering some additional tweaks that would ensure that this is not a completely useless combination.
Last edited by Dahak; November 28 2012 at 03:40:27 PM.
What confuses me there then is how do they determine if a waepon causes critical damage, I have many times had yellow / orange internals and at the same time a good ammount of armour remaining.