To electronics or not to electronics?
Moderator: MOD_TitansOfSteel
To electronics or not to electronics?
Now that TOS v1.4 brought those shields into the useful category once again, how do other electronics fare in comparison? Here are my pros and cons for each.
One general thought for the inner philosophers out there : Sacrificing firepower and/or armor to have some of these CAN sometimes lead in tradeoffs for worse. Especially teams have the ability to have 'expendable' titans, therefore protecting each and every team member from everything severely cuts their destructive power.
Flares : These do occupy a little room, which you most often don't have an endless supply of. Their effect is somewhat limited in usefullness. My vote : Nice to have, but last on my priority list.
Shield : Shield 1 is OK to avoid fires and lessen the impact of exploding titans, but heavier versions generate way too much heat AND require way too large engines to justify their better protection. My vote : Either shield 1 or no shield at all.
Damage Control : So you're facing a meson titan. With a little luck combined with the Murphy's Law, you'll never hit anything of value on your enemies, while they disable your heat reg and gyros as soon as they spot you. Even with DCS level 5, you'll be hard-pressed to have time for any other but the most critical repairs, as the time you spend on a repair is time spent as a target practice for your enemy. Were it not for their automatic damage reduction possibility, this'd be one of the most useless pieces of junk you could install into your Titan. My vote : Repakoff, and in the rare case where you rely on just a couple of main weapons, then maybe up to Solidon. Team titans can propably do just fine without, getting that extra bit of firepower.
Life Support : Propably the only MUST to have on this list, unless you're an android.
Scanner : Great for supports that have plenty of time between LRM/GM salvoes. Becomes pretty much dead weight once you close in with your enemy, with the notable exception of designs that rely on called headshots for success. Especially useless on an SRM- or NM-based Titan. My vote : Either Scanner 1 or 5, depending on whether you're REALLY going to use it much. (BTW, what are the exact effects of NOT having a scanner at all?)
Battle Computer : Right after the Life Support, this has got to be THE piece of equipment you want. A rookie pilot will certainly appreciate his chances to hit an enemy hopping from low 50's to upper 60's, not to mention those lucky strikes that go from low 00's to upper 10's. No other than pure CC titan (only power axes and/or chainsaws) should be happy with anything less but the best.
ECM : Avoiding enemy scans is nice, BUT :
a) unless they're all rookies, they'll hit you anyway
b) called shots are mainly a problem when you're face down at the feet of your enemy, so you'd be dead either way
c) HMG is propably a better bet for keeping you safe.
ECM may keep your enemy from getting that scan a round or two earlier, but a HMG may destroy his gyro, engine, heatreg.. I still think that "offense is the best defense". <img src="smile.gif" border="0">
Jumpjets : Now that even JJ's won't allow you to climb 3 elevation levels (sometimes even 2) at once, they've greatly lost value as mobility enhancers. Only heavies or assaults should consider, since the speed boost is fairly significant in those categories.
Feel free to educate me on the subject of hidden pleasures of having all that equipment instead of that extra AC20/AC12/GC/GM6/LRM12.. I've yet to find one.
One general thought for the inner philosophers out there : Sacrificing firepower and/or armor to have some of these CAN sometimes lead in tradeoffs for worse. Especially teams have the ability to have 'expendable' titans, therefore protecting each and every team member from everything severely cuts their destructive power.
Flares : These do occupy a little room, which you most often don't have an endless supply of. Their effect is somewhat limited in usefullness. My vote : Nice to have, but last on my priority list.
Shield : Shield 1 is OK to avoid fires and lessen the impact of exploding titans, but heavier versions generate way too much heat AND require way too large engines to justify their better protection. My vote : Either shield 1 or no shield at all.
Damage Control : So you're facing a meson titan. With a little luck combined with the Murphy's Law, you'll never hit anything of value on your enemies, while they disable your heat reg and gyros as soon as they spot you. Even with DCS level 5, you'll be hard-pressed to have time for any other but the most critical repairs, as the time you spend on a repair is time spent as a target practice for your enemy. Were it not for their automatic damage reduction possibility, this'd be one of the most useless pieces of junk you could install into your Titan. My vote : Repakoff, and in the rare case where you rely on just a couple of main weapons, then maybe up to Solidon. Team titans can propably do just fine without, getting that extra bit of firepower.
Life Support : Propably the only MUST to have on this list, unless you're an android.
Scanner : Great for supports that have plenty of time between LRM/GM salvoes. Becomes pretty much dead weight once you close in with your enemy, with the notable exception of designs that rely on called headshots for success. Especially useless on an SRM- or NM-based Titan. My vote : Either Scanner 1 or 5, depending on whether you're REALLY going to use it much. (BTW, what are the exact effects of NOT having a scanner at all?)
Battle Computer : Right after the Life Support, this has got to be THE piece of equipment you want. A rookie pilot will certainly appreciate his chances to hit an enemy hopping from low 50's to upper 60's, not to mention those lucky strikes that go from low 00's to upper 10's. No other than pure CC titan (only power axes and/or chainsaws) should be happy with anything less but the best.
ECM : Avoiding enemy scans is nice, BUT :
a) unless they're all rookies, they'll hit you anyway
b) called shots are mainly a problem when you're face down at the feet of your enemy, so you'd be dead either way
c) HMG is propably a better bet for keeping you safe.
ECM may keep your enemy from getting that scan a round or two earlier, but a HMG may destroy his gyro, engine, heatreg.. I still think that "offense is the best defense". <img src="smile.gif" border="0">
Jumpjets : Now that even JJ's won't allow you to climb 3 elevation levels (sometimes even 2) at once, they've greatly lost value as mobility enhancers. Only heavies or assaults should consider, since the speed boost is fairly significant in those categories.
Feel free to educate me on the subject of hidden pleasures of having all that equipment instead of that extra AC20/AC12/GC/GM6/LRM12.. I've yet to find one.
--
Jukka Mikkonen a.k.a. Sir Rechet
Jukka Mikkonen a.k.a. Sir Rechet
- tarendelcymir
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Have to disagree with you on the usefulness of ECM. Not only are called shots a lot easier than only when the enemy's lying at your feet, but getting a green scan on your opponent gives you a substantially better chance to hit them. I regularly make use of called shots, even when it drops my chance to hit below 40%. Quite often, it's worth a miss or two in order to take out a portion of the opposing titan.
That's not to mention how nice it is to get a scan on your enemy and know how much armor they have, what weapons they have and what electronics they have. I've noticed a distinctly better survival rate in titans with a good ECM. It just makes it harder for your opponents to hit, especially if you're running or dodging.
That's not to mention how nice it is to get a scan on your enemy and know how much armor they have, what weapons they have and what electronics they have. I've noticed a distinctly better survival rate in titans with a good ECM. It just makes it harder for your opponents to hit, especially if you're running or dodging.
We sometimes catch a window
A glimpse of what's beyond
Was it just imagination
Stringing us along?
More things than are dreamed about
Unseen and unexplained
We suspend our disbelief
And we are entertained
A glimpse of what's beyond
Was it just imagination
Stringing us along?
More things than are dreamed about
Unseen and unexplained
We suspend our disbelief
And we are entertained
Huhum I dont really agree with you on some points:
Flares: agree, low weight low space, and nice to fire while you are waiting for your weaponary to reload, to pe put on when some more armor isn't all that good.
Shield : Yes they consume far too much heat but that is their principe. I think you can upgrade to better shield, especially for HtH combat while you got more and more place to put them ( and bigger HR and engine ).
Damage Control : Those are essential items and for a simple reason, they aren't only usefull to repair crit hit , sometimes they just CANCEL THEM. And believe me when it cancel this heavy dam on your gyro or JJ or ammo, then you are gratefull to have put them. My tech have one level 3 on his Knight and is really happy with. Also a really usefull item for HtH titans or all those dead time in battle, while you are running to get another lock.
Life Support : Definitly yes, and es a good thing to remove when you are customing your titans for your androids.
Scanner : (BTW, what are the exact effects of NOT having a scanner at all?) = simple effect : 20secs or more just to lock your target. I think that scanner are really nice items and are usefull for all long ranged AT, what is the point in having PG if you cant lock at more than 12 hex ? Also the better your scanner the better your lock and scan time and that is a life saver in multi target environnement.
Battle Computer : I do agree too, they are nice and vital at start.
ECM : Agree they commonly take PU that can be used elsewhere. But I definitly take one if I have the engine to do . And on all my HtH design, sometimes those extra secs just make te difference between a successfull charge and a dead AT.
Jumpjets : I dont like them, I dont use them.
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Feel free to educate me on the subject of hidden pleasures of having all that equipment instead of that extra AC20/AC12/GC/GM6/LRM12.. I've yet to find one.
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Hum perhaps the simple fact that not evrybody feel like a good design is putting the maximum amount of the biggest weapon on the biggest hulk. Frankly I like having several possibilies.
Sometimes that extra gun in't what will make the difference but it is that DCS roll on a stupid crit hit, that few extra sec that make the ennemy unable to lock you in time, that jumpjet that enable you to avoid a charge....
This game is really balanced and I just dont see any really useless item, all is a matter of choice , priority and situation.
BTW I have designed a Standard Mk AT series that have all of the items at each tonnage ( all Lv1 at Reco, all Lv2 at light, all Lv3 at med... ). This only leave me with 2 medium laser as my weaponary for my reco and 2 ML and a meson for my light. I thought they will fare bad, but I was surprised to see them fare really well in fact, for the simple reason they are the more polyvalent of all my design.
Flares: agree, low weight low space, and nice to fire while you are waiting for your weaponary to reload, to pe put on when some more armor isn't all that good.
Shield : Yes they consume far too much heat but that is their principe. I think you can upgrade to better shield, especially for HtH combat while you got more and more place to put them ( and bigger HR and engine ).
Damage Control : Those are essential items and for a simple reason, they aren't only usefull to repair crit hit , sometimes they just CANCEL THEM. And believe me when it cancel this heavy dam on your gyro or JJ or ammo, then you are gratefull to have put them. My tech have one level 3 on his Knight and is really happy with. Also a really usefull item for HtH titans or all those dead time in battle, while you are running to get another lock.
Life Support : Definitly yes, and es a good thing to remove when you are customing your titans for your androids.
Scanner : (BTW, what are the exact effects of NOT having a scanner at all?) = simple effect : 20secs or more just to lock your target. I think that scanner are really nice items and are usefull for all long ranged AT, what is the point in having PG if you cant lock at more than 12 hex ? Also the better your scanner the better your lock and scan time and that is a life saver in multi target environnement.
Battle Computer : I do agree too, they are nice and vital at start.
ECM : Agree they commonly take PU that can be used elsewhere. But I definitly take one if I have the engine to do . And on all my HtH design, sometimes those extra secs just make te difference between a successfull charge and a dead AT.
Jumpjets : I dont like them, I dont use them.
-------------------
Feel free to educate me on the subject of hidden pleasures of having all that equipment instead of that extra AC20/AC12/GC/GM6/LRM12.. I've yet to find one.
-------------------
Hum perhaps the simple fact that not evrybody feel like a good design is putting the maximum amount of the biggest weapon on the biggest hulk. Frankly I like having several possibilies.
Sometimes that extra gun in't what will make the difference but it is that DCS roll on a stupid crit hit, that few extra sec that make the ennemy unable to lock you in time, that jumpjet that enable you to avoid a charge....
This game is really balanced and I just dont see any really useless item, all is a matter of choice , priority and situation.
BTW I have designed a Standard Mk AT series that have all of the items at each tonnage ( all Lv1 at Reco, all Lv2 at light, all Lv3 at med... ). This only leave me with 2 medium laser as my weaponary for my reco and 2 ML and a meson for my light. I thought they will fare bad, but I was surprised to see them fare really well in fact, for the simple reason they are the more polyvalent of all my design.
*Watches a couple GM bots eat the ECMless bots*
*chuckles to self*
Also, scanner doesn't affect lock time, the BC does. =) RTFM. (Haha, okay, couldn't resist, last time I'll use it.) <img src="tongue.gif" border="0">
A scanner (depending on your bot type) will also allow you called shots once you've gotten a yellow scan and 80%+ to hit. Scanner also adds 4%/8% to hit for yellow/green scans. Give someone a GM titan and a sniper titan against your ECMless ones and I'll watch them rip your torsos out before your other parts are even tattoed. =)
*chuckles to self*
Also, scanner doesn't affect lock time, the BC does. =) RTFM. (Haha, okay, couldn't resist, last time I'll use it.) <img src="tongue.gif" border="0">
A scanner (depending on your bot type) will also allow you called shots once you've gotten a yellow scan and 80%+ to hit. Scanner also adds 4%/8% to hit for yellow/green scans. Give someone a GM titan and a sniper titan against your ECMless ones and I'll watch them rip your torsos out before your other parts are even tattoed. =)
To be quite honest, scanning through my most used titan designs, a majority of them DO have ECM5 installed (mostly assaults). I've never noticed any real use for it, so I imagined there could be a plethora of arguments NOT to include it in my next designs.
My sample data may be lacking, but based on my experience, I'll vote for called shots only when my initial chance is at or very close to 98% and I'm not very far away from my target. That's mainly because even if I manage to succeed in that slim chance, I more often than not hit something completely different than what I wanted. But yes, after I've otherwise managed to get one vital bodypart red, I'll take my chances.
A nice maths question for us propability-inclined : Consider that you're firing a Plasma Gun at your enemy assault with full armor, 27+15 = 42 damage tolerance for head, range 5 hexes. Base chance to hit is at 90%. Are you better off staggering your fire until you get a good scan, and from there, aiming only for the head or just shooting away until your target drops?
Based on the amount of posts stating PG is the ultimate sniping weapon, I'd imagine called shots rule here. What about if we switch to an AC12 with a similar setup? Or if range is considered a variable? Or if the base chance is only 80%?
Lots of answers could be find in those numbers.. Anyone for a bit of maths?
My sample data may be lacking, but based on my experience, I'll vote for called shots only when my initial chance is at or very close to 98% and I'm not very far away from my target. That's mainly because even if I manage to succeed in that slim chance, I more often than not hit something completely different than what I wanted. But yes, after I've otherwise managed to get one vital bodypart red, I'll take my chances.
A nice maths question for us propability-inclined : Consider that you're firing a Plasma Gun at your enemy assault with full armor, 27+15 = 42 damage tolerance for head, range 5 hexes. Base chance to hit is at 90%. Are you better off staggering your fire until you get a good scan, and from there, aiming only for the head or just shooting away until your target drops?
Based on the amount of posts stating PG is the ultimate sniping weapon, I'd imagine called shots rule here. What about if we switch to an AC12 with a similar setup? Or if range is considered a variable? Or if the base chance is only 80%?
Lots of answers could be find in those numbers.. Anyone for a bit of maths?
--
Jukka Mikkonen a.k.a. Sir Rechet
Jukka Mikkonen a.k.a. Sir Rechet
Here is my evaluation of electronics, based on little insight in the game mechanics :
Battle computer :
I prefer to have a good one. The game is all about hitting and doing damage. They also allow me to lock fast and take opportunity of multiple scans.
Scanner :
Same here. I appreciate the bonus of green scans. I appreciate the OXPs gained. I even appreciate my friend having a good one I'm linked to. Doing indirect scans while approching. I appreciate knowing the weak spot of my enemy. I love a good scanner.
Jump Jets :
A nice extra. A must for close combat. Can save a lot time for my big titans.
ECM :
I'm often reluctant to take them. They are definisve. I hate my enemy having one, cancelling my scan attempts. Nice against those GM titans also.
Flares :
Yes, at least the smallest one. I hate standing against GM beasts like the Sagitta or Tentakel without them. You have to become proficient with them though, squeezing every second of protection you can get.
Shields :
A small one is very good. Bigger ones will be dead weight against non energy enemies but can make my day against them. Meson and fire protection is nice also. Do you know that the best shield nearly negates meson hits ?
I might add the following to ToS WS :
You can select on which level your shield shall operate when turing on. So you can set your shield6 to level 1, working as if you have shield1. You can adjust to the circumstances then.
Life support :
Tell me you can build a titan without them and I will be surprised.
Battle computer :
I prefer to have a good one. The game is all about hitting and doing damage. They also allow me to lock fast and take opportunity of multiple scans.
Scanner :
Same here. I appreciate the bonus of green scans. I appreciate the OXPs gained. I even appreciate my friend having a good one I'm linked to. Doing indirect scans while approching. I appreciate knowing the weak spot of my enemy. I love a good scanner.
Jump Jets :
A nice extra. A must for close combat. Can save a lot time for my big titans.
ECM :
I'm often reluctant to take them. They are definisve. I hate my enemy having one, cancelling my scan attempts. Nice against those GM titans also.
Flares :
Yes, at least the smallest one. I hate standing against GM beasts like the Sagitta or Tentakel without them. You have to become proficient with them though, squeezing every second of protection you can get.
Shields :
A small one is very good. Bigger ones will be dead weight against non energy enemies but can make my day against them. Meson and fire protection is nice also. Do you know that the best shield nearly negates meson hits ?
I might add the following to ToS WS :
You can select on which level your shield shall operate when turing on. So you can set your shield6 to level 1, working as if you have shield1. You can adjust to the circumstances then.
Life support :
Tell me you can build a titan without them and I will be surprised.
Lyhrrus,
I've got to comment on your "GM eats ECMless alive" -point. Today I pitted my lvl 3 GM jock (GM skill at around 75) vs one of my own designs, a heavy with ECM5. Most of the time I was hitting him with a chance of well over 60%. I wouldn't call that 'protected' from GM's in any way. Hampered, maybe.
Besides, I fancy LRM's much more. GM's may have +15% attack bonus compared to them, but they're screwed the very moment your opponent has either ECM OR flares. Nothing (except for dodging and cover, which always work) will help you against LRM's. Overall GM's may still be better, but since I don't get to choose my enemies, I'll rather sacrifice a bit on the finesse for brute force I know I can trust everywhere.
Alas, this same thing applies to the old energy vs cannons -discussion. Energy weapons have their clear-cut advantages, but I've cursed so many times piloting an energy-based titan and running into a titan with a shield that I've lost my temper at trying further.
Others knowing my distaste for energy weapons will also make the correct assumption that I rarely have shields on me, thereby making me vulnerable to their designs...
But after all, this only proves that TOS is a great game. I've yet to find a better balanced one. <img src="smile.gif" border="0">
I've got to comment on your "GM eats ECMless alive" -point. Today I pitted my lvl 3 GM jock (GM skill at around 75) vs one of my own designs, a heavy with ECM5. Most of the time I was hitting him with a chance of well over 60%. I wouldn't call that 'protected' from GM's in any way. Hampered, maybe.
Besides, I fancy LRM's much more. GM's may have +15% attack bonus compared to them, but they're screwed the very moment your opponent has either ECM OR flares. Nothing (except for dodging and cover, which always work) will help you against LRM's. Overall GM's may still be better, but since I don't get to choose my enemies, I'll rather sacrifice a bit on the finesse for brute force I know I can trust everywhere.
Alas, this same thing applies to the old energy vs cannons -discussion. Energy weapons have their clear-cut advantages, but I've cursed so many times piloting an energy-based titan and running into a titan with a shield that I've lost my temper at trying further.
Others knowing my distaste for energy weapons will also make the correct assumption that I rarely have shields on me, thereby making me vulnerable to their designs...
But after all, this only proves that TOS is a great game. I've yet to find a better balanced one. <img src="smile.gif" border="0">
--
Jukka Mikkonen a.k.a. Sir Rechet
Jukka Mikkonen a.k.a. Sir Rechet
Without the ECM 5, you'd be shooting at 85%. That's a lot for GMs, which have reduced full rack hits. Also, on average, with speed, range and weapon bonuses/penalties, GMs have about +20% to hit. Not saying that GMs can take on enemies alone, but in teams they can definitely wreck havoc by picking off the ones that don't have flares/ecm.
Good thing for the shield.
Larkin you can defintly have a titan with no LS in campaign game. Buy it then go to the factory and remove this cumbersome LS you droid didn't need. I make special droids mods of every of my AT. The only bad things is they cant be saved as standard models, just edited in your team.
About PG being the lethal snipping wepon I didn't have to think long before taking them better than a GC or an AC: better range, no ammo, high modifier due to energie fire ( more precise than projectile ).Just put 2 in my last design: Heavy Long Tom, a light mech with BC6, SC4, HR far enoughj for it not being a pb at all. Currently I didn't make called shoot ( not high % enough ), but I get nice 45 to 60 % hit probability on AT moving some 10-13 hex away. So my plan is simple:
Lock ( 5 secs )
Fire twice
Scan ( 17 secs )
Fire again
Reload or Rescan if unsuccessfull
Fire again.
Typically I didn't have to fire too much before the ennemy titan was in bad shape. And I dont consider headshot to be the better result. LEG SHOOT RULE:
- You slow him so he need more time to get to you.
- You do extra damage with falling.
- You make it slow and prone so easy meat for your next shoot or yours friend.
- It can fall again , and again , and again ...
The only pb is if you are airdropped in close range , so your only luck is to run in circle while your CC friend try to get at the Attile 1 hex behind you... wich didin't really affect your aiming, just your rate of fire, firing every run time and not every reload time,not a big deal....
Anyway I began to work on my next Longtom serie AT: the Long Tom Deluxe, this one with SC6 even better HR and 1 or 2 BRG for close combat confort and some extra shooting round.
Larkin you can defintly have a titan with no LS in campaign game. Buy it then go to the factory and remove this cumbersome LS you droid didn't need. I make special droids mods of every of my AT. The only bad things is they cant be saved as standard models, just edited in your team.
About PG being the lethal snipping wepon I didn't have to think long before taking them better than a GC or an AC: better range, no ammo, high modifier due to energie fire ( more precise than projectile ).Just put 2 in my last design: Heavy Long Tom, a light mech with BC6, SC4, HR far enoughj for it not being a pb at all. Currently I didn't make called shoot ( not high % enough ), but I get nice 45 to 60 % hit probability on AT moving some 10-13 hex away. So my plan is simple:
Lock ( 5 secs )
Fire twice
Scan ( 17 secs )
Fire again
Reload or Rescan if unsuccessfull
Fire again.
Typically I didn't have to fire too much before the ennemy titan was in bad shape. And I dont consider headshot to be the better result. LEG SHOOT RULE:
- You slow him so he need more time to get to you.
- You do extra damage with falling.
- You make it slow and prone so easy meat for your next shoot or yours friend.
- It can fall again , and again , and again ...
The only pb is if you are airdropped in close range , so your only luck is to run in circle while your CC friend try to get at the Attile 1 hex behind you... wich didin't really affect your aiming, just your rate of fire, firing every run time and not every reload time,not a big deal....
Anyway I began to work on my next Longtom serie AT: the Long Tom Deluxe, this one with SC6 even better HR and 1 or 2 BRG for close combat confort and some extra shooting round.
A couple og things not mentioned:
Not having a scanner will reduce your visibility to 15 hexes.
Not having a BC will result in a -25% penalty to your weapon skill checks with anything but CC weapons, and longer locks. You will also not get the yellow/green scan bonus if you don't have one or it is destroyed.
Shields are *not* effective against dense forest fires.
ECMs and flares, by reducing your CtH, will also reduce the number of missiles that hit, as it depends on your roll-to-CtH difference.
Leg shots don't slow you down, unless you rip them off, which will halt you (almost) permanently. A disabled LoT is more effeicient, you can't get up for sure and you can't swivel.
Great idea the shield thing, you're a genius. I wish I had come up with that idea
Will it make it to v1.4?
Not having a scanner will reduce your visibility to 15 hexes.
Not having a BC will result in a -25% penalty to your weapon skill checks with anything but CC weapons, and longer locks. You will also not get the yellow/green scan bonus if you don't have one or it is destroyed.
Shields are *not* effective against dense forest fires.
ECMs and flares, by reducing your CtH, will also reduce the number of missiles that hit, as it depends on your roll-to-CtH difference.
Leg shots don't slow you down, unless you rip them off, which will halt you (almost) permanently. A disabled LoT is more effeicient, you can't get up for sure and you can't swivel.
Great idea the shield thing, you're a genius. I wish I had come up with that idea

Will it make it to v1.4?
Iceman
Bad luck Iceman. Such idea can only be produced in my superior brain. Same goes for disallowing dodges into woods and other brilliant things I've accomplished in the last month. I must add that this year I was extremly creative <img src="wink.gif" border="0"> Did I tell you that shield heat will now be calculated linear, not in jumps dependant on power / 2.5 ?Originally posted by THE Iceman:
A couple og things not mentioned:
Shields are *not* effective against dense forest fires.
Great idea the shield thing, you're a genius. I wish I had come up with that idea
Will it make it to v1.4?
and no, it will not make it into v1.4
Shields don't have effect on dense wood fires ? I'm surprised. I think they have.
Originally posted by Larkin [Vicious Byte]:
Bad luck Iceman. Such idea can only be produced in my superior brain. Same goes for disallowing dodges into woods and other brilliant things I've accomplished in the last month. I must add that this year I was extremly creative <img src="wink.gif" border="0"> Did I tell you that shield heat will now be calculated linear, not in jumps dependant on power / 2.5 ?
and no, it will not make it into v1.4
Shields don't have effect on dense wood fires ? I'm surprised. I think they have.
Man, I could've sworn I've heard all those ideas b4...

Sad they won't make it to v1.4. OTOH, they'll make WS more appealling to those who are having trouble deciding if it is worth it to buy.
And I didn't say they have *no* effect, I said they're not *effective* , as I've shown you a while back. Less heat will be produced if the shield is off. However, if the shield is on, you'll get some protection from fire *and* from energy weapons. But as I said in my post, if you turn on your shield just to protect you from *forest fires*, you're actually making a mistake. Am I wrong? <img src="smile.gif" border="0"> With the old (actual in v1.4) rules of course.
Iceman
Actually I know that Leg shoot wont make you fall each and evedry time, but a dead leg mean a dead AT.
But hitting legs is far more easier than H or LoT, hitting legs with Dam 11 weapon can result in HR and Actuator Crit Hit that can severly cripple your foe mobility.
I like killin my opponent leg because I am french <img src="wink.gif" border="0"> from the age of sail French Navy have always favored killing opponent mobility versus killing opponent ( aim at sails or aim at body ), that surely have something to do with our mentality, or the intense feeling when your opponent is prone and (one)legless at your total mercy and you can choose how to dispose of him <'evil grin'> <img src="tongue.gif" border="0">
But hitting legs is far more easier than H or LoT, hitting legs with Dam 11 weapon can result in HR and Actuator Crit Hit that can severly cripple your foe mobility.
I like killin my opponent leg because I am french <img src="wink.gif" border="0"> from the age of sail French Navy have always favored killing opponent mobility versus killing opponent ( aim at sails or aim at body ), that surely have something to do with our mentality, or the intense feeling when your opponent is prone and (one)legless at your total mercy and you can choose how to dispose of him <'evil grin'> <img src="tongue.gif" border="0">
A ripped off leg doesn't necessarily kill a titan. Not anymore, with the HR damage changes. Hate to burst your bubble but ripping off a leg has always been the standard procedure in ToS. And it has nothing to do with sailing ships. <img src="smile.gif" border="0"> I'm portuguese myself, and we also have a glorious past in naval warfare, and that means nothing to me in respect to ToS. Mobility is not really affected with HR and actuator damage, other factors are. They may influence mobility but only if you want to or are unfortunate enough. Besides, a gyro hit or a cockpit crit are far worse than a damaged hip actuator.Originally posted by Ivan GREYWOLF Kerensky:
Actually I know that Leg shoot wont make you fall each and evedry time, but a dead leg mean a dead AT.
But hitting legs is far more easier than H or LoT, hitting legs with Dam 11 weapon can result in HR and Actuator Crit Hit that can severly cripple your foe mobility.
I like killin my opponent leg because I am french <img src="wink.gif" border="0"> from the age of sail French Navy have always favored killing opponent mobility versus killing opponent ( aim at sails or aim at body ), that surely have something to do with our mentality, or the intense feeling when your opponent is prone and (one)legless at your total mercy and you can choose how to dispose of him <'evil grin'> <img src="tongue.gif" border="0">
Iceman