Difference between revisions of "BattleTech: The Crescent Hawks' Revenge/BattleMechs"

(Created page with "==General Data== There were 88 BattleMechs encoded into the game data of BattleTech: The Crescent Hawks' Revenge. Not all of these were available to be used by the player, o...")
 
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The exceptions include:
 
The exceptions include:
Firestarter
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* Firestarter
Vulcan
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* Vulcan
Scorpion
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* Scorpion
Goliath
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* Goliath
Victor
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* Victor
Cyclops
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* Cyclops
Banshee
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* Banshee
  
 
Each mech had 150 statistics that the game kept track of.  This information was not known to the player and has only been discovered by examination of the game data.  Not all of these statistics have been understood.  Some of the information was regarding the pilot, and therefore was important to save game data but not ultimately related to the load-out of the mech.  The known and mech-related data for each mech included:
 
Each mech had 150 statistics that the game kept track of.  This information was not known to the player and has only been discovered by examination of the game data.  Not all of these statistics have been understood.  Some of the information was regarding the pilot, and therefore was important to save game data but not ultimately related to the load-out of the mech.  The known and mech-related data for each mech included:

Revision as of 18:43, 9 November 2014

General Data

There were 88 BattleMechs encoded into the game data of BattleTech: The Crescent Hawks' Revenge. Not all of these were available to be used by the player, or even encountered as enemies.

The exceptions include:

  • Firestarter
  • Vulcan
  • Scorpion
  • Goliath
  • Victor
  • Cyclops
  • Banshee

Each mech had 150 statistics that the game kept track of. This information was not known to the player and has only been discovered by examination of the game data. Not all of these statistics have been understood. Some of the information was regarding the pilot, and therefore was important to save game data but not ultimately related to the load-out of the mech. The known and mech-related data for each mech included:

Tonnage

Weights for mechs are identical from the Technical Read Out from Technical Readouts 3025, 3026, and 3050.

Movement Speed

Unlike the descriptions published in the Player's Guide that accompanied the game, the actual movement speed numbers for walking and jump jets are the actual "MPs" numbers from the Technical Readout from which they were referenced.. The "Running Speed" setting in the game added 5 to the walking speed number, which often results in a speed that does not equal the MPs number from a Readout.

Critical Structure and Armor

Separate data for critical structure was kept for each arm, each leg, left torso, center torso, and right torso. Armor had those same categories and three additional categories for right rear torso, center rear torso, and left rear torso. All values are identical to those from the Technical Readouts.

Weapons and Heat Sinks

Each mech had hard points for the head (1), left and right torso (12 each), center torso (2), arms (8 each) and legs (2 each). Weapons were on appropriate slots to reflect the descriptions in the Technical Readouts (example: the Locust's medium laser was on a center torso hard point). There was a category for "engine heat sinks", and additional heat sinks are often located in some of the mechs hard points as well. The total number of heat sinks always equals the number of heat sinks from the Technical Read Outs.

Ammunition

Rather than having a set amount of ammo per weapon as is suggested by the Player's Guide, each mech was manually programmed with an amount of ammunition. This ammunition was kept track of using three separate categories, making it unclear if it was located in a particular place on the mech. Friendly mechs that were destroyed were sometimes described in-game as having suffered an ammunition explosion, but it is unknown if this was scripted or not.

Special Equipment

Each mech was also encoded to have the possibility of Listen/Kill Missiles, Beagle Active Probe, Target Acquisition Gear, Double Heat Sinks, or C.A.S.E.

Discrepancies

Some errors exist in the data. Examples: Flamers were not included as a weapon in the game. The two mechs listed as having them (Hermes II and the Puma) were given small lasers instead. One Wasp Variant was given a load of ammunition, though it does not have any ammunition-based weapons to use it. Some mechs seem to have half or double the amount of ammunition expected. These cases seem to be errors. Streak SRMs are not included in the game, though some mechs should have them.