How many chevrons can a Locust M get with an optimized pilot in clear terrain and still fire weapons?
Evasion chevrons are generated at moving 70, 100, 130, 160, 190, and 220 meters (defined in CombatGameConstants.json). The max move distance for a LCT-M is 210 meters, so five should be the max while still being able to fire.How many chevrons can a Locust M get with an optimized pilot in clear terrain and still fire weapons?
Quite true, Good Sir. :bow: I just had to test it out as I had not yet found a Mech/MechWarrior that could move and build up 6 “Purple” COIL Damage Chevrons.Evasion chevrons are generated at moving 70, 100, 130, 160, 190, and 220 meters (defined in CombatGameConstants.json). The max move distance for a LCT-M is 210 meters, so five should be the max while still being able to fire.
Edit: Forgot that Sure Footing adds an extra evasive charge: Six it is.
But if the 6-tons for a COIL-Large does prove true, then that particular Locust would look like this:
If it fires a second time, without cool-down and only has the base 10 Heat Sinks... it just may depend on the Guts of the MechWarrior.this really is a glass cannon, maybe it get's a second shot, but that's it. If i have seen this right, the amount of heat is massive and results in a shutdown, right? so the legs are gone with the second shot. No need to add armor ;D
FWIW, there's absolutely no way that COILs are going to be available in skirmish/PvP in an unmodded game any more than current LosTech is.Here's the issue. The game format allows for both PvE against a woefully stupid AI or for PvP against a human adversary that can actually use their brain. This COIL weapon allows for very fast mechs to unload a damage spike of up to 280 damage, or nearly three (3) AC 20 rounds to a single location at what appears to be a normal medium laser range. For all we know, it might have a greater range since it's being compared directly to a Large Laser for base tonnage and initial heat. By making this thing a part of the base game it IS going to have a severe impact for either format of the game. My simple question is - "why?". What problem or need does the existing game have that this homebrew custom weapon address? Does this remedy for the perceived need or problem correctly fix what's wrong?
If the topic in question is one of "Light and small Medium mechs need a means of staying relevant in the later game", Flamers and now Inferno missiles coupled with stacked small laser spam already address this topic for PvP without breaking lore or the existing table top game source. To be quite honest, those weapons when used against a stupid AI will have the same results. I'm not seeing the hard evidence of why this homebrew was needed other than as a gimmick that made it past an evening's spitball idea stage.
Doesn't work though... if the energy is recoverable at all, you could recover it and then put it into more movement... which would in turn just mean that the overall system was converting more of the heat energy from the reactor into kinetic energy moving the limbs. The lost energy is called waste for a reason.And that's where I think our streams have been crossed, so to speak; I am absolutely not talking about getting out more energy than you put in, only to regain some energy that would otherwise have been lost, adding that to the "normal" charge of the weapon to "overcharge" it - more the further/faster you move.
XKCD is great, but there's no 53 here.
The ATLAS II-SBA (AS7-D-HT) and its LosTech ER Large Lasers, Medium Pulse Lasers and Double Heat Sinks is indeed available in Skirmish/PvP. It may cost you 101.88m Cbills in the “Unlimited” category of PvP but you can drop with four of them. :bow:FWIW, there's absolutely no way that COILs are going to be available in skirmish/PvP in an unmodded game any more than current LosTech is.
I find it hilarious when my errant PPC Blast nails a Max Evasion Locust who just happened to be standing behind my target. Couldn’t have hit him if I tried!!! : )
Heh.The ATLAS II-SBA (AS7-D-HT) and its LosTech ER Large Lasers, Medium Pulse Lasers and Double Heat Sinks is indeed available in Skirmish/PvP. It may cost you 101.88m Cbills in the “Unlimited” category of PvP but you can drop with four of them. :bow:
:bow:Heh.
The phrase "the exception that proves the rule" definitely comes to mind...
Evasion should be stripped only by hits.. not misses anyway... plus, it would make more sense if Kinetic Energy weapons stripped it by destabilizing the mech after hit.. while Energy weapons shouldnt..
The negative effects from firing the Coil weapons need to be commiserate with having such a huge benefit from them.
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.
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.
There appears to be no plausible way for this to work.
Because everyone saw the 280 when the Flea was sprinting, and automatically assumed that this is this weapon's regular damage, totally ignoring that the best the Flea could do when actually firing was 160.How is having it only been fired once counter to the damage numbers?
The potential is way lower than 280 damage; there's no way to get that number of evasion pips and still be able to fire.The way the weapon got to that value is consistent. Do X and Y and Z will be the result. So whether we see the weapon fired once or a dozen times, the potential for those damage numbers remains the same.
Here's the thing: Those damage numbers are not attainable.And be honest. With those damage values being attainable, every player is doing to try their damndest to make sure that that's ALWAYS the resulting output of the weapon.
Because everyone saw the 280 when the Flea was sprinting, and automatically assumed that this is this weapon's regular damage, totally ignoring that the best the Flea could do when actually firing was 160.
The potential is way lower than 280 damage; there's no way to get that number of evasion pips and still be able to fire.
Here's the thing: Those damage numbers are not attainable.
160 damage to one location is a lot yes, but not more so than a Precise Shot can regularly obtain right now. So yes, it is a bit of blowing things out of proportion.Well for one, I've been basing my initial AHHHHH knee-jerk reaction off the 160 damage number 'cause that's what I saw hit.
I mean, you have to admit that 160 pnts of damage to ONE location is a lot. Right? Or am I'm completely blowing it out of proportion?
Or, as I said above and has said in other posts, Precise Shot.Until now, the only thing that's been able to do that is an AC/20. Which weighs 14 tons and you need at least 2 tons to make it viable. So 16 tons. Now we've got a weapon, that seemingly, only weighs 6 tons and is more than capable of producing, and/or exceeding, that damage output.
Of course, being concerned about the well-being of the game is good. But that concern might be alleviated if one looks at what can be achieved today with already existing mechanics (Precise Shot).I think we've got a right to be concerned.
That's my lineHere's the thing: We don't know that for sure. We don't know much of anything at this point.
If jumping is included, one single evasion chevron can be added. That's hardly "everything changes".If jumping, as @Prussian Havoc has said, isn't included in the charge up mechanic, then you are correct in that high numbers aren't attainable and it's only a byproduct of using the evasion chevrons/movement in the calculations of damage. BUT, if jumping can contribute, everything changes and it may not be for the better.
Those damage numbers are not attainable... as long as a Jump does not charge a COIL Weapon.
We don’t know that a Jump doesn’t charge COIL Weapons.
But that will be one of the questions I ask in chat later today during Mitch Plays to Win.
Vehicle-mounted COIL Weapons.I'm going to ask if I can install it on my Scorpion, actually.