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Reactor: Online.  Sensors: Online.  Weapons: Online.  All systems nominal.

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Author Topic: QUESTIONS  (Read 34354 times)

Ad Hoc

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Re: QUESTIONS
« Reply #45 on: September 09, 2017, 06:00:44 PM »

Rob, I am preparing to order parts for the salvaged PHawk.  Will the "ubiquitious" trait affect the TN for the endo steel PHawk arm and torso parts that I need to order?

As it was explained to me, as long as it is standard for that model. Anything that is a modification to that model it doesn't apply.

Example, my Griffin 1N has been customized into a 1S model with DHS. The Lg Laser, Med lasers, LRM 5, and DHS required to convert it, are not ubiquitous but everything else still  is.
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Black Omega

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Re: QUESTIONS
« Reply #46 on: September 09, 2017, 06:30:05 PM »

Several other questions.  Where is the salvaged PHawk now?  Is it at the dropship base?  Do my technicians have access to the dropship maintenance bay?  Do I have to shuttle my techs between the dropship and the forward field base where my lance is on patrol?
« Last Edit: September 09, 2017, 06:38:55 PM by Black Omega »
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Darrian Wolffe

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Re: QUESTIONS
« Reply #47 on: September 12, 2017, 03:13:21 PM »

Several other questions.  Where is the salvaged PHawk now?  Is it at the dropship base?  Do my technicians have access to the dropship maintenance bay?  Do I have to shuttle my techs between the dropship and the forward field base where my lance is on patrol?

All of the above are answered in one:

If you are in the Scout Role, you are considered "In the Field" for all units under your control.  This includes salvaged units which have been assigned to you (for precisely the "shuttling Techs around" reason you mentioned).  You cannot access the DropShip Maintenance Bay until you are assigned to a Defend or Battle role.  If you'd like to be swapped off the Scout role for a time, you have but to ask.
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Ice

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Re: QUESTIONS
« Reply #48 on: September 17, 2017, 12:17:18 AM »

so im assuming that i can do this but wanted to clarify first.

hip hits dont render the foot and other actuators destroyed so they can be ripped out correct?
« Last Edit: September 17, 2017, 12:52:12 AM by Ice »
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Timberwolfd

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Re: QUESTIONS
« Reply #49 on: September 17, 2017, 08:26:50 AM »

I believe that is correct. The hip actuator is built into the internal structure of the leg requiring complete replacement of the internal structure, but destroying the hip doesn't cause the other actuators to be destroyed in game. Basically, since they can still be crit hit separately, they are intact until hit. You still have to go through the effort of stripping them out.

If we were playing with quality, there could be a case for considering them salvage quality since you would be effectively salvaging them from a destroyed limb. This is one of many reasons I am glad we ditched quality...
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Ice

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Re: QUESTIONS
« Reply #50 on: September 17, 2017, 12:55:23 PM »

alright another couple questions

single heatsinks or clan doubles cant be fixed if they take a crit because its 50% or less for repair chance correct?

if that is the case then how can you fix an actuator since it only has 1 crit? i know jihad era tech has some other stuff but how does it apply at this point

also with hip hit i know it counts as a replacement for the limb for the tn mods but if the leg is outright destroyed is it considered under replace limb or destroyed section? im assuming that destroyed section only refers to LT or RT? there is a option to replace head, limb so im assuming this is redundant but i wanted to be certain before i did it then someone asked me how i got my numbers
« Last Edit: September 17, 2017, 01:26:54 PM by Ice »
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Darrian Wolffe

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Re: QUESTIONS
« Reply #51 on: September 17, 2017, 04:37:25 PM »

single heatsinks or clan doubles cant be fixed if they take a crit because its 50% or less for repair chance correct?

IIRC, that's correct.  I may be wrong tho; do go check BMR(r).

Quote
if that is the case then how can you fix an actuator since it only has 1 crit? i know jihad era tech has some other stuff but how does it apply at this point

You don't.  Specifically, you don't REPAIR an actuator.  You REPLACE it.  A critable item is always destroyed completely when no more unhit critical slots remain.  Thusly, a small laser which takes a critical hit must be completely replaced with a new small laser from your warehouse backstock. 

Quote
also with hip hit i know it counts as a replacement for the limb for the tn mods but if the leg is outright destroyed is it considered under replace limb or destroyed section? im assuming that destroyed section only refers to LT or RT? there is a option to replace head, limb so im assuming this is redundant but i wanted to be certain before i did it then someone asked me how i got my numbers

I'm having a very hard time parsing this, so I'll outline both possibilities.

SCENARIO: Hip Actuator is hit, foot actuator is hit.  The Leg has at least 1 point of IS remaining.
1) Spend Tech time to remove upper leg and lower leg actuators.  Spend time to remove anything in the last 2 critical slots (if there is anything).  Spend Tech time to remove any remaining armor from that leg. 
2) Scrap the leg (this takes no time).
3) Spend the time to replace the "Leg Location" with a spare leg from your warehouse.  This automatically installs the Hip Actuator while you're at it.  Note you are not repairing anything, but replacing it completely.  The fact that you had IS left doesn't matter, because you have to get rid of the leg component (and its IS) completely in order to repair the Hip.
4) Spend the time to reinstall the Upper Leg and Lower Leg Actuators you'd removed earlier.
5) Spend the time to install a totally new Foot Actuator (since it had been hit earlier).
6) Spend the time to reinstall the armor you'd removed from the leg, if any.
7) Spend the time to bring the Armor levels on the leg back up to full-strength, if required.
8.) Spend the time to reinstall any components you'd removed from Slots 5 & 6 in the leg.
You now have a fully-repaired Leg.

SCENARIO: Hip Actuator is hit, foot actuator is hit.   The Leg lost all of its Internal Structure Boxes, so it is officially DESTROYED.
1) Spend the time to replace the "Leg Location" with a totally new spare leg from your warehouse.  This automatically installs a new Hip Actuator while you're at it.
2) Spend the time to install totally new Upper Leg, Lower Leg, and Foot Actuators with spare parts from your warehouse, because all items in a location are considered Destroyed once all the IS is gone.
3) Spend the time to install new versions of any components in Slots 5 & 6 in the leg with spare parts from your warehouse, for the same reason as above.
4) Spend the time to bring the Armor levels on the leg back up to full-strength
You now have a fully-repaired Leg.
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Ice

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Re: QUESTIONS
« Reply #52 on: September 17, 2017, 05:06:32 PM »

so with the leg being replaced say i have another 50 ton mech(trebuchet I already repaired the legs on it.) can i not outright remove the location intact and install it on the other mech? or do i have to literally take it off piece by piece
« Last Edit: September 17, 2017, 05:39:09 PM by Ice »
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Black Omega

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Re: QUESTIONS
« Reply #53 on: September 17, 2017, 06:42:01 PM »

I did not expect timeline to be advanced so soon after our game yesterday.  I was planning on ordering parts for salvage on feb 14.  in a day or 2 as soon as I get another break in real life.
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Ice

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Re: QUESTIONS
« Reply #54 on: September 18, 2017, 12:34:56 AM »

when selling a mech if if fully repair it but modify that mechs loadout say by stripping a ML is that considered damage because its not the same as a stock loadout? im assuming that as long as its fully repaired it would get 50%?
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Darrian Wolffe

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Re: QUESTIONS
« Reply #55 on: September 18, 2017, 01:57:30 AM »

when selling a mech if if fully repair it but modify that mechs loadout say by stripping a ML is that considered damage because its not the same as a stock loadout? im assuming that as long as its fully repaired it would get 50%?

So, for example, you'd be selling a Hunchback with only 1 medium lasers instead of 2, making the ACTUAL mass of the Mech 49 tons instead of 50?  Yeah, that would count as damaged.  There's supposed to be 50 tons of *stuff* in a Hunchback, and you aren't selling it with that. You're only selling it with 49 tons of *stuff*. 

Now, if you didn't have a 2nd medium laser available to you, and so you customized it using normal customization rules and stuffed two small lasers into the arm where the medium laser formerly was?  That wouldn't count as damaged.  You'd be selling a *completed* custom machine, so have SSW figure out the Mech's total cost for you and you sell it for 50% of its customized list price.
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Ice

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Re: QUESTIONS
« Reply #56 on: September 18, 2017, 02:08:33 AM »

when selling a mech if if fully repair it but modify that mechs loadout say by stripping a ML is that considered damage because its not the same as a stock loadout? im assuming that as long as its fully repaired it would get 50%?

So, for example, you'd be selling a Hunchback with only 1 medium lasers instead of 2, making the ACTUAL mass of the Mech 49 tons instead of 50?  Yeah, that would count as damaged.  There's supposed to be 50 tons of *stuff* in a Hunchback, and you aren't selling it with that. You're only selling it with 49 tons of *stuff*. 

Now, if you didn't have a 2nd medium laser available to you, and so you customized it using normal customization rules and stuffed two small lasers into the arm where the medium laser formerly was?  That wouldn't count as damaged.  You'd be selling a *completed* custom machine, so have SSW figure out the Mech's total cost for you and you sell it for 50% of its customized list price.

ok thats what i was hoping for i have standard HS i can throw into the hunch and stinger once they are fixed lol
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Darrian Wolffe

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Re: QUESTIONS
« Reply #57 on: September 18, 2017, 02:48:21 AM »

when selling a mech if if fully repair it but modify that mechs loadout say by stripping a ML is that considered damage because its not the same as a stock loadout? im assuming that as long as its fully repaired it would get 50%?

So, for example, you'd be selling a Hunchback with only 1 medium lasers instead of 2, making the ACTUAL mass of the Mech 49 tons instead of 50?  Yeah, that would count as damaged.  There's supposed to be 50 tons of *stuff* in a Hunchback, and you aren't selling it with that. You're only selling it with 49 tons of *stuff*. 

Now, if you didn't have a 2nd medium laser available to you, and so you customized it using normal customization rules and stuffed two small lasers into the arm where the medium laser formerly was?  That wouldn't count as damaged.  You'd be selling a *completed* custom machine, so have SSW figure out the Mech's total cost for you and you sell it for 50% of its customized list price.

ok thats what i was hoping for i have standard HS i can throw into the hunch and stinger once they are fixed lol

It's all good.  Just remember that you'd be doing an actual customization, with the TN modifiers for class of refit and the giant time modifiers depending on what you are doing.  It's more involved than just a simple "replacement item" roll.
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Ice

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Re: QUESTIONS
« Reply #58 on: October 23, 2017, 02:07:42 AM »

is terrain master saying tis easier to hit u in woods by 1 or harder to hit in woods by 1


any reason they didnt add a snow terrain type into those SPA?



also is it confirmed that the bv will go up at end of contract by 100 or was it more
« Last Edit: October 23, 2017, 03:19:53 AM by Ice »
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Ad Hoc

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Re: QUESTIONS
« Reply #59 on: October 25, 2017, 04:00:18 AM »

For mech tech skill level (not TN modifier) is Green 1 , regular 2, Veteran 3, and Elite 4 or is it Green 1, regular 3, Veteran 4, and Elite 5. I just want to clarify so I use the correct skill levels to determine how much xp I will need to advance techs.
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