COILs, and Coil lore exploration. Merged discussion

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stjobe

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My other concern isn't about lights actually but Mediums.
A flea is 20 tons and is 6/9 and can get up to 280 160 damage
A Griffin is 55 tons and 5/8 so I wager easily 200 120 damage.
Fixed the numbers. 280 was only attainable by sprinting, the actual shot taken was 160.
 

Kereminde

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Fixed the numbers. 280 was only attainable by sprinting, the actual shot taken was 160.

Still think those numbers are on par with what I've seen Lights/Mediums charging for on tabletop :)
 

stjobe

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Still think those numbers are on par with what I've seen Lights/Mediums charging for on tabletop :)
More to the point they're also on par with what a well-kitted-out light can put out without a COIL. Sure, spread out, but with a good enough MechWarrior and Precision Shot even that gets mitigated.

Four Magna Medium Lasers (+10 damage) nets you 140 damage. That's only 20 damage less than the COIL shot taken by the Flea in the video. Add a Holly SRM-4 (+4 damage) and you've got 48 more damage, for 188 total.
 

Corraidhin

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More to the point they're also on par with what a well-kitted-out light can put out without a COIL. Sure, spread out, but with a good enough MechWarrior and Precision Shot even that gets mitigated.

Four Magna Medium Lasers (+10 damage) nets you 140 damage. That's only 20 damage less than the COIL shot taken by the Flea in the video. Add a Holly SRM-4 (+4 damage) and you've got 48 more damage, for 188 total.

Whilst the flea with COIL-L is an un-nerving prospect, I have a feeling that a medium or fast heavy with multiple COIL-Ms is going to be brutal. Anything that can mount mulitple MGs doubly so.
 

stjobe

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Whilst the flea with COIL-L is an un-nerving prospect, I have a feeling that a medium or fast heavy with multiple COIL-Ms is going to be brutal. Anything that can mount mulitple MGs doubly so.
Well, we'll have to wait for the COIL-M (and COIL-S) stats to appear before we can say either way.

It might very well turn out to be something you really want to use, but has its drawbacks and is really, really hard to find; like most of the Lostech currently is (I've never come across a Gauss Rifle in career mode...).
 

Prussian Havoc

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More to the point they're also on par with what a well-kitted-out light can put out without a COIL. Sure, spread out, but with a good enough MechWarrior and Precision Shot even that gets mitigated.

Four Magna Medium Lasers (+10 damage) nets you 140 damage. That's only 20 damage less than the COIL shot taken by the Flea in the video. Add a Holly SRM-4 (+4 damage) and you've got 48 more damage, for 188 total.
Four Medium Laser, a 4-rack and a ton of SRMs... hmm, let’s just stick with out-of-the-box stats, 132-Damage, 12-Instability, 7 tons and 50-Heat.

And where the COIL-Large will be hit or miss (all that damage or none), the Jenner’s array of weaponry above will serve to likely Damage and Critical Seek multiple locations each and every turn they can Alpha Strike.

There is lots here to recommend Weaponry other than the COIL-Large.


The Known Unknown for me is just how a Light Mech reaches that 280-points of Damage which is listed as Max Damage for a COIL-Large. I’ve experimented with a Jenner and a Level 10 Pilot, I could never get it to reach a fifth “Purple” COIL Damage Chevron by “Moving.” Is the 280-Damage listed in the demo unobtainable, and only there after a purely theoretical fashion? Or does Jumping still enable a COIL Weapons Damage Curve?

This to me is the critical question and I’ll be bringing it forward in chat to Mitch and Ryan for this coming Thursday’s edition of Mitch Plays to Win.
 

stjobe

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Four Medium Laser, a 4-rack and a ton of SRMs... hmm, let’s just stick with out-of-the-box stats, 132-Damage, 12-Instability, 7 tons and 50-Heat.
I was using ++ weaponry to compare with because I'm pretty confident those will be much easier to get a hold on than a COIL weapon.

The Known Unknown for me is just how a Light Mech reaches that 280-points of Damage which is listed as Max Damage for a COIL-Large.
To me the explanation is simple: It cannot get 280 damage. It is an artefact of the damage display being connected to the evasion pip display, and while you can get six or even seven evasion pips (which would put the damage display to 240 or 280 damage), you cannot do so while moving. Hence, you cannot ever fire a shot at 280 damage.
 

Prussian Havoc

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I was using ++ weaponry to compare with because I'm pretty confident those will be much easier to get a hold on than a COIL weapon.

To me the explanation is simple: It cannot get 280 damage. It is an artefact of the damage display being connected to the evasion pip display, and while you can get six or even seven evasion pips (which would put the damage display to 240 or 280 damage), you cannot do so while moving. Hence, you cannot ever fire a shot at 280 damage.
I’m looking at it from a Custom Multiplayer perspective. : )

I hope HBS has the time and resources to only display the potential Damage that is achievable with a COIL Weapon. I’ve already felt some angst result from that 280-Damage being held out there as an apparently achievable goal, and would not soon like to see others disappointed if it does prove to be unattainable. :bow:
 

wolfhoundtoo

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But it wasn't held out as an achievable goal. It was simply a display of how much you can charge the coil weapon not that it could be fired with that charge. You are making almost as much of an assumption as those that are assuming coils will be game breaking without seeing how it's actually implemented in the game.
 

Prussian Havoc

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But it wasn't held out as an achievable goal. It was simply a display of how much you can charge the coil weapon not that it could be fired with that charge. You are making almost as much of an assumption as those that are assuming coils will be game breaking without seeing how it's actually implemented in the game.
When you have a display showing 280 as the Maximum Damage...

...yeah, I expect to be able to reach that number if I do things right.

So it appears we agree to disagree on this one, Good Sir. :bow:
 

stjobe

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When you have a display showing 280 as the Maximum Damage...

...yeah, I expect to be able to reach that number if I do things right.
How high does your car speedometer go? I know mine goes way beyond what the car is actually capable of, and I've yet to come across anyone thinking their car can go 240 kph just because the speedometer goes that high.

Two things to keep in mind:
  1. It's not the final build we're seeing. Changes are likely before release.
  2. It is probably much much easier to just do a calculation of base damage * evasion chevrons and display that than to do any other, more complex calculation. At any given moment, the display will tell you exactly how much damage the weapon would do if you were able to fire it at that time. I'm sure it will still show a damage number even if you don't have any enemies around, for example.
 

Havamal

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How high does your car speedometer go? I know mine goes way beyond what the car is actually capable of, and I've yet to come across anyone thinking their car can go 240 kph just because the speedometer goes that high.

Two things to keep in mind:
  1. It's not the final build we're seeing. Changes are likely before release.
  2. It is probably much much easier to just do a calculation of base damage * evasion chevrons and display that than to do any other, more complex calculation. At any given moment, the display will tell you exactly how much damage the weapon would do if you were able to fire it at that time. I'm sure it will still show a damage number even if you don't have any enemies around, for example.
QED
 

Kereminde

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How high does your car speedometer go? I know mine goes way beyond what the car is actually capable of, and I've yet to come across anyone thinking their car can go 240 kph just because the speedometer goes that high.

Two things to keep in mind:
  1. It's not the final build we're seeing. Changes are likely before release.
  2. It is probably much much easier to just do a calculation of base damage * evasion chevrons and display that than to do any other, more complex calculation. At any given moment, the display will tell you exactly how much damage the weapon would do if you were able to fire it at that time. I'm sure it will still show a damage number even if you don't have any enemies around, for example.

Of course, there's people out there still bandying out about how this weapon is "two and a half AC/20s in strength" when we've only seen it fired once.
 

Prussian Havoc

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Of course, there's people out there still bandying out about how this weapon is "two and a half AC/20s in strength" when we've only seen it fired once.
HBS set the hook well. : )

Unlike Turn Order where we had a comprehensive Kickstarter Update from Jordan, here we had just a portion of a single video. Hopefully Thursday’s video features some COIL gameplay too. It would be good to set the record straight. :bow:
 
Last edited:

Kereminde

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HBS set the hook well. : )

Unlike Turn Order where we had a comprehensive Kickstarter Update from Jordan, here we had just a portion of a single video. Hopefully Thursday’s video features some COIL gameplay too. It would be good to set the record straight. :bow:

I'm not nearly so optimistic, but then . . . we've got a whole two topics about how this weapon is very powerful based on those small portions and the words of HBS Unlicensed Hype Man Mitch Gitelman, or too good . . . and this place is prone to keeping the rhetoric cooled down with all of us who lived through the Pre-Alpha development updates :)
 

Prussian Havoc

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. . . and this place is prone to keeping the rhetoric cooled down with all of us who lived through the Pre-Alpha development updates :)
yeah... back when the Mechs resembled refrigerators. : )
 

Ac0lyte

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Of course, there's people out there still bandying out about how this weapon is "two and a half AC/20s in strength" when we've only seen it fired once.

Funnily enough the power level doesn't bother me much. This sort of thing can be balanced and we should expect it to be. It may take the community getting their grubby little hands on it and showing exactly how one can exploit it and then HBS tweaking, but balance is not a worry.

It's the fact that it really doesn't fit the esthetic. There appears to be no plausible way for this to work. for example if your 'Mech lost movement to represent the massive drain on the reactor on the next turn maybe I could see it but no, that's not what it does. Or even if the 'Mech is physically throwing something - more speed more damage would make more sense, then, but nope.

The problem lies in wanting to keep Lights viable against heavies and assaults. This is like saying that a Bradley should be able to go toe to toe with the new T80's. Not what they're designed for. They have other missions and Lights could, too and that would keep them relevant to the end game. Imagine a scenario where the goal is to do a sensor lock on every 'Mech in a city in a certain number of turns. You'd need fast preferably jump capable 'mechs with the right pilots in them. Just tag in small number of turns and extract and you've won. And maybe what the employer is doing is trying to confirm that their ally is holding up their end of the bargain so if you shoot at or gods forbid destroy the OpFor the employer will have a conniption.

Mission design, especially now that we have more fast 'Mechs coming our way, would keep lights relevant.

Just my 2Cbills.
- Shane
 

Rubidium

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When you have a display showing 280 as the Maximum Damage...

...yeah, I expect to be able to reach that number if I do things right.

So it appears we agree to disagree on this one, Good Sir. :bow:
I assume it's there for modders with faster mechs (e.g. ones that move the timeline forward). Or maybe a future expansion that does the same thing...

It's the fact that it really doesn't fit the esthetic. There appears to be no plausible way for this to work. for example if your 'Mech lost movement to represent the massive drain on the reactor on the next turn maybe I could see it but no, that's not what it does.
I'm working with the assumption that it effectively does cost you movement, but not enough to show up on the Battletech scale. Like if you normally go 64 km/hr, the Coil drains you down to 63 km/hr, but that's not enough to have any gameplay effects. I just can't see the power drain on the coil being that heavy.
 

44th MAC|Bonsai

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I'm still working with the assumption that there are cats on the inner side one leg, plastic sticks on the other. So when you run, you rub the sticks to the cats, generating charge :D

Scnr, this was just the first explanation coming to my mind, thinking about my old physics teacher and his lessons. And it fits: COIL = Cats On Inner Leg.
Since all real-world physics fail to explain how COILs could work, this is as good as any explanation. And I don't really care, you have to turn a blind eye onto some things when it comes to BT and physics.
 

stjobe

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I'm still working with the assumption that there are cats on the inner side one leg, plastic sticks on the other. So when you run, you rub the sticks to the cats, generating charge :D
'Mech-sized wool socks has been bandied about as another explanation.