... and one of the things I like is the old fashioned way of idiot handling. Firing your gun makes you more detectable in that game, so having some jerk driving next to you constantly firing his gun on the way into battle is putting YOU at risk as well. I was just driving next to such an idiot again, and next to us was another guy in a higher tier tank. After the third idiot shot from the idiot noob he casually turned his turret, one-shotted the little jerk (collecting a penalty for team killing), and continued without the slightest pause. That earned him a thumbs up from me. I wish that in MWO this charming habit would also take hold. I'm so tired of starting matches at 99% or 98% because of idiot drivers who ramm their mechs into mine, or idiot nooblings who idiot fire their guns (yes, even ballistic weapons with their limited ammo) on the way out, occassionally grazing their team mates. That would definately make a good wish for tossing a coin into a fountain - the first guy who fires his guns at the spawn point gets whacked by the entire team for a harsh but steep learning experience
We've all felt that way at some point but TKing is a no no. Not just in terms of getting a penalty but also in the terms of service.
Well, I like firing my Las on the way out, the sort of gungho feel is great. You don't ose anything anyways, enemies are too far to see them, and heat would be gone since firing a gun ot two is heat neutral. Also helps you to get the feel of the mech when you are switching to a new config/metch/etc. Another thing is when I am reconfiging the weapon groups, since there is no way you know which gun is which until you fire them, you just see a whole list of Las, only way to know which is which is by firing it. Yes I am lazy and don't feel like loading into testdrive.
Better to leg people who shoot their team on the way out. It's more frustrating for them. And really, it's not that hard to aim into nothing if you want to test weapon groups and heat. Turn away from the team, shoot the ground. If you can't manage that you'll just be involuntarily assigned to base defense.
well, sometimes those people with beacons are just ... I suspect that beacons have a way of attracting my laser beams, let's say. But yeah legging them is more fun if they hit you too much (unless you are one of those spiders who like to jump over your team time and again for fun then you totally deserve it, flipping annoying).
There's nothing gung ho about firing lazerz on the way out, it's just silly and noobish. Heat ? Same as last time on this map. Groups ? As assigned according to that little info table on the lower right. And some maps are so small that you WILL see lasers across the map. With only "this way" or "that way" being the route options, telling the other side that it" this" not "that" this time is just asking for an ambush.
What heat? Please tell me that your mech is at least heat neutral for firing single lasers! As for groups, if you want to do a bit of changes to them, you have to fire them to know where each weapon is located in. The table only separates hand and torso weapons, not their relative positions. On some maps i like to reconfig weapon groups differently, esp now that they disable my "fire selected group" option. On small maps though, there is no time to dick around like that.
Single lasers, fine, that should be heat-neutral. But I've seen hunchbacks fire off 9 medium lasers on Mordor. That's not heat-neutral.
Ok dont shoot me! but... I will sometimes fire my weapons to help me sort out weapon groups. I like to make them so that my left mouse button will fire left arm mounted weapons and right button for right arm. It can be confusing since we dont have UI 2.0 yet and thus cant configure wep groups in the mech bay. This is about the only reason I can think of that is productive use of firing weapons at the start of a match. Does anyone else notice that say for example you have one laser in each arm, that top laser on the bottom right weapon loadout is not always the left or the right depending on which type of mech your dropping with.
you must have a big psychologic problem, if you go up the ceiling whenever you see someone firing their gunz at the beginning of the match. Some people are reconfiguring their weapongroups or simply testing. Nothing against it, as long as they don't hit their mates. Friendlyfire on purpose otherwise is strictly to be punished. Whenever i meet such a dumbass i kill him straight away. No mercy. I think most other players would do the same. Simply intolerable shit. Should be banned.
well, then there are accidentals, like my alpha beam binded to alt and then I alt+tab out with a friendly infront of me...
For testing and reconfiguring -> go to testing grounds, take all the time you need. When you drop with me I'd expect you to come prepared as a matter of professional courtesy, not raise a ruckus at the spawn point and accidentally shoot people so we can start the match with a handicap to make it more interesting. Guess some people have a big psychological problem to not see the basic truth here
I see the truth... The truth is, this is a video game for me to have fun playing if that means being a walking rave party, so be it!
Weapons & Equipment List Type Heat Damage Critical Range Increment Tons Slots Ammo per Ton Energy Weapons Small Laser 1 1d4 20/ +1d6 0-3 0.5 1 n/a Medium Laser 3 1d6 20/ +1d6 0-9 1 1 n/a Large Laser 8 1d8 20/ +1d6 0-15 5 2 n/a PPC 10 1d12 20/ +1d6 3-18 7 3 n/a Ballistic Weapons Autocannon-2 1 1d4 20/ +1d6 4-24 6 1 45 Autocannon-5 1 1d6 20/ +1d6 3-18 8 4 20 Autocannon-10 3 2d6 20/ +1d6 0-15 12 7 10 Autocannon-20 7 4d6 20/ +1d6 0-9 14 10 5 Short-Range Missile Weapons SRM-2 2 1d6 20/ +1d6 0-9 1 1 50 SRM-4 3 2d4 20/ +1d6 0-9 2 1 25 SRM-6 4 2d6 20/ +1d6 0-9 3 2 15 Long-Range Missile Weapons LRM-5 2 1d4 20/ +1d6 6-21 2 1 24 LRM-10 4 2d4 20/ +1d6 6-21 5 2 12 LRM-15 5 3d4 20/ +1d6 6-21 7 3 8 LRM-20 6 4d4 20/ +1d6 6-21 10 5 6 Other Equipment Machine Gun 0 Note A 20/ x2 1-3 0.5 1 200 Flamer 3 Note B n/a 1-3 1 1 n/a Hatchet 0 Note C 20/ +1d6 0-1 Note C Note C n/a Jump Jet 3+ n/a n/a n/a 0.5 1 n/a Heat Sink -1 n/a n/a n/a 1 1 n/a Note A Machine guns are designed to be anti-infantry weapons. It will do 1d6x10 damage to SDC targets but only 1 point of damage to MDC targets. The machine gun fires in bursts of 10 rounds. If you have 200 rounds of ammo, you get 20 shots. Note B Flamers are designed as anti-infantry weapons. It will do 1d6x20 fire damage to SDC targets but only 1d6 heat damage to MDC targets. As long as a mech has the ability to punch or kick, the pilot may do so. On a kick, both opponents must make a Balance check DC 10+ damage or fall prone. ~ Size Modifier Punch Damage Kick Damage Light +2 1d4 1d6 Medium +3 1d4 1d6 Heavy +4 1d6 1d8 Assault +5 1d6 1d8 Note C Hatchets do 1d6 damage plus the modifier of one mech size larger. When punching or kicking a target, 1/4 of the damage rounded down is applied to the location used to make the strike. Range Increment For every range increment outside of the indicated range for a weapon add a -1 penalty to the attack roll for that weapon. Also, the maximum range for the weapon cannot extend farther than 1.5 times the maximum. Battletech Weapon Stats; Old School!
then you live in an ideal world.. tell that to all the noobs running around. They will look at you like elephants
Is that Palladium system? Still remember way back in some munchkin contest where I create this character with like 200 attacks per round... something to do with a mult armed beast from palladium fantasy, murai-thai fighting style, battle-rager sword, and some Techno-Wizard twinklet with the spells that goes double attacks per round. Either that or just bring in a nightbane to an MDC world, they get sdc converted to 2x MDC.