Khan_E_F
Captain
Reged: 05/18/03
Posts: 865
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Ideal ranges.
#65165 - 06/21/03 03:44 AM (131.181.127.33)
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What/how does a mech/vehicles ideal range affect the unit in battle? and how do you calculate it.
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Stalker17
General
Reged: 06/24/02
Posts: 2581
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Re: Ideal ranges.
#65171 - 06/21/03 04:05 AM (216.78.135.166)
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it's what range the AI "supposedly" tries to stay at. It doesn't do a good job tho... But it can be used to tell AI units to charge (set it to 1) or evade (set it to 30), etc etc
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Sintares
Captain
Reged: 07/07/02
Posts: 922
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Re: Ideal ranges.
#65172 - 06/21/03 04:08 AM (212.88.149.5)
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When a unit is on AI and in battle it tries to maintain the set range between itself and the enemy.
Set it to whatever the units weapons dictate.. eg a lrm unit has a minimum range of 6 , so setting the range to 7 means its in short range with no penalty to hit. You could however set it to 21 , then it can fire at a penalty at long range , but it itself is only vunerable to long range fire in return, but is out of range of large lasers and ppcs .
Units with short ranges 3/6/9 should be set for 3 or less so they will close with the enemy . Speedbumps should be set to say 26+ that way they stay out of the range of enemy weapons.
If the unit has a mix of weapons then reach a compromise between them.
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Krait
Lieutenant Colonel
Reged: 06/22/02
Posts: 1639
Loc: Krautland
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Re: Ideal ranges.
#65184 - 06/21/03 07:23 AM (172.181.55.174)
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And the reason it doesnt work is the fact that AI always moves first in LW. So if the ideal range is set to 7, the AI will move to a position 7 hexes the enemy, but BEFORE the enemy moves (if its a human controlled enemy anyway). So the chances that it will actually end up at 7 hexes at the end of the turn are rather slim. Hence its really only good for general directions. You usually get a result within +-5 hexes of the desired ideal range. Take that into account when setting ideal ranges.
Lata Krait
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Khan_E_F
Captain
Reged: 05/18/03
Posts: 865
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Re: Ideal ranges.
#65363 - 06/22/03 11:34 PM (203.56.233.9)
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Okay, thanks. But here is another question. I want to buy either a crab-20 or a phoenix hawk-1D. I can't decide between them since I personally think their cons and pros when compared are equal. I need your opinion on which one is most effective for LandWar, money isn't a really big issue for me but please try to persuade me into making a descision based on the 2 mechs battle effectiveness in landwar.
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TheDeadlyShoe
Lieutenant Colonel
Reged: 06/22/02
Posts: 1621
Loc: Redmond, WA
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Re: Ideal ranges.
#65377 - 06/23/03 01:01 AM (4.41.158.188)
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Crabs R0X0R My B0X0Rs but they don't have JJs. Not a big deal unless you have to deal with very heavy terrain, but when you need em, you really need em.
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Krait
Lieutenant Colonel
Reged: 06/22/02
Posts: 1639
Loc: Krautland
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Re: Ideal ranges.
#65379 - 06/23/03 01:49 AM (172.184.157.193)
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Get a BJ1-DB instead... It's cheaper than a crab, has JJ, and doesn't have the 'capital' problem of the PHX-1D (losing head from 1 PPC hit)....
So imo neither crab nor PHX are too good LW mechs. Though I would prefer the crab, but it sucks big time in terrainous zones...
Lata Krait
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Khan_E_F
Captain
Reged: 05/18/03
Posts: 865
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Re: Ideal ranges.
#65468 - 06/23/03 11:33 PM (203.56.233.124)
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I know that the crab is bad for terrain crossing but I've used them before and those dual LLs pack quite a punch.
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Stalker17
General
Reged: 06/24/02
Posts: 2581
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Re: Ideal ranges.
#65502 - 06/24/03 04:38 AM (216.78.135.166)
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blackjack DB as the same thing, except 1 SL replaced with an ML (so it's got MORE firepower)
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Khan_E_F
Captain
Reged: 05/18/03
Posts: 865
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Re: Ideal ranges.
#65555 - 06/25/03 12:24 AM (203.56.233.9)
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at the price of armour and speed. Though its jumpjets make it ok in landwar, it really sucks in the arenas. And even in landwar, the low armour may be fatal.
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Stalker17
General
Reged: 06/24/02
Posts: 2581
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Re: Ideal ranges.
#65569 - 06/25/03 04:59 AM (68.159.4.201)
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yea, I thought about the low armor for a while, didn't stop me from buying one yesterday (also remember, it's 15 mil cheaper than the crab, and almost the same as the PXH)
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Khan_E_F
Captain
Reged: 05/18/03
Posts: 865
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Re: Ideal ranges.
#65633 - 06/26/03 12:35 AM (203.56.233.124)
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Yeah, Phawks are good, except for their head armour. But I was thinking, I can now buy a lancelot due to more DP funds, but do you think its worth it? I was thinking the warhammer-6d would be a lot better but since its a heavy mech, and since both PPCs are mounted on its arms, other players can get within the range of 3 and with the 2 MLs and SLs mounted on the torsos, they could avoid them easy. So which would you prefer?
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TheDeadlyShoe
Lieutenant Colonel
Reged: 06/22/02
Posts: 1621
Loc: Redmond, WA
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Re: Ideal ranges.
#65709 - 06/26/03 01:36 PM (4.41.158.188)
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If you have a choice, go for the Warhammer.
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Khan_E_F
Captain
Reged: 05/18/03
Posts: 865
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Re: Ideal ranges.
#65772 - 06/26/03 11:36 PM (203.56.233.9)
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I figured as much. Thanks again TDS.
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Khan_E_F
Captain
Reged: 05/18/03
Posts: 865
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Re: Ideal ranges.
#65967 - 06/29/03 01:51 AM (131.181.127.33)
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Well, actually, I find the Phawk a very effective LW unit. I do take the head armor into consideration but I usually don't care too much about the head armor when it comes to which mech to buy. AC-10s and PPCs don't show up too often on other medium mechs and especially light mechs. And those who do, except for the griffen and shadow hawk, sacrifice considerable amounts of armor and speed for that weapon.
However, I do very agree that JJs are very essential for LW.
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Stalker17
General
Reged: 06/24/02
Posts: 2581
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Re: Ideal ranges.
#65984 - 06/29/03 11:49 AM (68.159.4.159)
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"AC-10s and PPCs don't show up too often on other medium mechs and especially light mechs"
Ummm, they don't on teh PHawk either
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Khan_E_F
Captain
Reged: 05/18/03
Posts: 865
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Re: Ideal ranges.
#65999 - 06/29/03 05:17 PM (203.56.233.9)
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I was pointing out that since, AC-10s and PPCs are rare on light and mediums, the chances of a head shot destroying the mech completely is quite rare. Unless your dumb enough to use a Phawk agains a well armed heavy/assault.
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Stalker17
General
Reged: 06/24/02
Posts: 2581
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Re: Ideal ranges.
#66190 - 07/01/03 06:29 AM (68.159.4.159)
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oh, ok. didn't get it the first time...
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barachiel
Newbie
Reged: 06/29/03
Posts: 6
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Re: Ideal ranges.
#66204 - 07/01/03 10:58 AM (24.159.54.15)
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Just a comment of the BJ....I took one into an arena, and would have beaten an archer, if not for some horrific floating crit luck. I had taken off a leg, and both side torso were open. Also in LW, they can jump, and when running, can keep up with heavier units. I like mine paired with jumping t-bolts, as they dish out a steady stream of large laser goodness. Also, I have found the trebuchet to be pretty good at what it does, for much less than an archer or crusader. Just my 2 cents worth
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Khan_E_F
Captain
Reged: 05/18/03
Posts: 865
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Re: Ideal ranges.
#66218 - 07/01/03 04:31 PM (203.56.233.9)
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It depends on which varient of the archer. Some are much better at long range striker while some others suffer major heat problems, thus restricting its overall firepower. Also, though must agree that the black jack is good for its weight class, even though its packed with energy weapons (talking about the BJ-1DB) sacrifices a lot of armor and thus very limiting its ability to stay in landwar. The other varients with higher armour sacrifice a good deal of long range firepower which is often crucial to winning landwar. So either that archer pilot really had no combat experience or that you were extremely lucky. But again, I admit that JJs are very important in landwar.
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Tigre
Lieutenant Colonel
Reged: 02/10/03
Posts: 1833
Loc: Atlanta, GA
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Re: Ideal ranges.
#66250 - 07/02/03 04:40 AM (12.47.79.2)
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For a low level empire (level 1-3) most of your opposition is lucky to have a locust or CDA. In that case, a BJ-1DB can take out a LOT of tanks if skilled down well enough.
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davion76
Lieutenant Colonel
Reged: 08/07/02
Posts: 1605
Loc: Ridgecrest CA, USA
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Re: Ideal ranges.
#66263 - 07/02/03 07:39 AM (12.219.245.15)
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I just wish that the trebuchet had a reasonable amount of ammo. 8 Shots just isn't enough for a LW campaign.
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Tigre
Lieutenant Colonel
Reged: 02/10/03
Posts: 1833
Loc: Atlanta, GA
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Re: Ideal ranges.
#66277 - 07/02/03 10:31 AM (12.47.79.2)
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Or for some duels even.
-------------------- - Tigre
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- Francis Bacon
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Khan_E_F
Captain
Reged: 05/18/03
Posts: 865
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Re: Ideal ranges.
#66294 - 07/02/03 04:27 PM (203.56.233.9)
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For destroying tanks, I prefer to uses lrms striking from long range, vehicles seem to crit much easier when hit by lrms and srms. I mainly use my beam and ballistic weapon loaded mechs against other mechs or defense towers.
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Fusilier
Sergeant Major
Reged: 01/21/03
Posts: 354
Loc: Germany
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Re: Ideal ranges.
#66369 - 07/04/03 04:39 AM (80.133.121.248)
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LRM and SRM crit more often becouse of the hit location roll. Every SRM gets its own hit location and every 5 LRM also. So a SRM 6 has 6 chances to crit while a LRM 20 has a max of 4. All other weapons only have 1 chance except Rotary assault cannons, Medium range missles and adcanced tactical missles. But we don't have that stuff here. *sniff*
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Protagoras
Captain
Reged: 08/04/02
Posts: 1131
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Re: Ideal ranges.
#66628 - 07/09/03 10:53 AM (161.114.1.181)
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Actually for killing tanks I prefer AC/2's
They crit as often as anything else, and have the longest conventional range in the game, and longer range than any tank. The BlackJack with JJ's and AC/2's is my prefered tank killer. Crit em till they cannot move and the turret is locked, then move in with the shorter ranged mechs.
This is of course in lower (2-5) level LW at the higher levels double and triple range towers make the AC/2 standoff option less palatable.
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Khan_E_F
Captain
Reged: 05/18/03
Posts: 865
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Re: Ideal ranges.
#66639 - 07/09/03 05:36 PM (203.56.233.124)
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For arenas, AC-2s are great, for landwar, I personally think they suck. You have to be quick in landwar and do as much damage as you can before your elite forces fatigue. AC-2s do have good range but pretty crap firepower. And for empires lvl 4-5, you can expect at least 1 lance of mechs and a good amount of towers. Towers don't crit easy and AC-2s take too long. Also, vehicles crit based on how many times they are hit so how does an AC-2 give a better chance of critting than lrms/srms?
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Stalker17
General
Reged: 06/24/02
Posts: 2581
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Re: Ideal ranges.
#66641 - 07/09/03 05:42 PM (65.83.147.62)
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AC2's good in arenas?!? umm...
maybe they would be except for the fact that there's nothing fast that has them (that I can think of). To have them be good you'd have to have a huge flat arena where you could just stay at 22-24 range and plink until your ammo runs out, at which point you go closer.
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Khan_E_F
Captain
Reged: 05/18/03
Posts: 865
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Re: Ideal ranges.
#66645 - 07/09/03 06:04 PM (203.56.233.9)
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Well, if you create an arena and you have a BJ with AC2s than you could make the terrain extremely rough and with extremely high elevations. That the attacking force would progress towards you extremely slowly (assuming he himself has no jumpjets!) while you slowing pound him with AC2s from a safe distance.
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Mazer
Colonel
Reged: 01/24/03
Posts: 1622
Loc: Margaritaville ;)
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Re: Ideal ranges.
#66652 - 07/09/03 09:12 PM (68.60.14.44)
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Don't you mean slowly 'poke' him
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