Posted 21 February 2013 - 02:15 PM

Welcome to Breakdown, where we explore and explain features in MW:O that have not really been explained in detail, may have given rise to misconceptions within the community or things we are just proud of.



We'll include as much information as possible but we will also have to retain some absolute details for various reasons.



Most of you should already know about these features, so they are mostly a benefit to new players.



This information will eventually be arranged in a better way but this will do for now.



Enjoy your stay.













WATER, AMBIENT TEMPERATURE AND HEATSINKS



There are advantages/disadvantages to be had in putting heatsinks in certain components on a mech, especially pertaining to water and other cooling features.



+ The deeper in water a component containing heatsinks is, the more bonus cooling those heatsinks will do. Having two heatsinks in your right leg and your right leg being 75% submerged in cooling water will give those two heatsinks a 75% cooling boost.



- Steam will emanate from components containing heatsinks if they are being cooled by water or if the ambient temperature is cooling your mech in any way. You will start to see this effect when the mech is at least at a 30% heat level.



Although hard to see it will allow enemies to target components that contain a majority of your heatsinks.







COCKPIT LIGHTING



By default the cockpit light can be turned off or dimmed with the period [.] key by default. This will allow your vision to get used to the dark in low light situations if you do not enjoy using night or heat vision.



(Helps with HDR)









WEAPON BAY DOORS



The state of your Weapon bay Doors provides a tactical advantage in two ways.



When the doors are closed, the Weapon Bay Doors provide 10% damage resistance to the component they are connected to.



When the doors are open, weapons covered by the doors will fire without the extra 0.5s delay it takes for them to open.



By default Weapon Bay Doors are controlled with the slash [/] key and their indicators are located in the cockpit.



Yellow - Closed

Green - Open

Red - Destroyed









WEAPON LOCK TIME WITH TAG, NARC and ArtemisIV



TAG decreases weapon lock time by 50%

NARC decreases weapon lock time by 50%

ArtemisIV decreases weapon lock time by 50%



ArtemisIV has to have line of sight with the target in order to grant any bonuses



TAG and ArtemisIV work together to decrease weapon lock time by 75%



TAG and NARC work together to decrease weapon lock time by 75%



ArtemisIV will always replace any bonuses from NARC. Even if Artemis does not have line of sight.







MISSILE TRACKING BONUS WITH TAG, NARC and ArtemisIV



Tracking helps missiles retain lock on a target. It helps a little with stationary targets but it is mainly used to control the hit % on moving targets.



It follows the same rules as above with weapon lock time.



TAG and NARC work together.

TAG and ArtemisIV (with line of sight) work together.

ArtemisIV trumps NARC.











BEAGLE ACTIVE PROBE (BAP)



Increases targeting range by 25%

Increases the speed at which more information about the target is displayed by 25%

It allows detection of shut down mechs when within 120m.



Stacks with sensor range modules.





MOVEMENT HEAT



Your engine generates heat the higher your throttle is.



At 66% throttle the engine generates heat up to the equivalent of 1 single heatsink.

At 100% throttle the engine generates heat up to the equivalent of 2 single heatsinks.







SPOTTING ASSIST



An ally LRMs(verb) the target you were the first one to spot(target) and keep until damage was dealt. And that your ally can't see the target directly at the time of damage.







HEATSINKS SINGLE VS DOUBLE



EXTERNAL



Single : 0.1 heat dissipation per heatsink per second. Heatbase -1.0 per heatsink.

Double : 0.14 heat dissipation per heatsink per second. Heatbase -1.4 per heatsink.





INTERNAL - each engine has a set amount of internal heatsinks depending on its strength.



Single : 0.1 heat dissipation per heatsink per second.

Double : 0.2 heat dissipation per heatsink per second.









AMS - ANTI MISSILE SYSTEM



Does 3.5 damage per second to missiles.

All missiles have 1 hitpoint, except the NARC which has 2.

The range of the AMS is 200m.



Allied AMS work together to shoot down the same missiles in most situations.



Your AMS has priority against missiles that are locked onto you. Anything else is secondary.



So if a LRM is moving at 120m / sec at and you are stationary, in a perfect world, the AMS may shoot down about 6 LRMs in that volley.

So 4 Allied AMS should be able to shoot down a whole LRM20 volley.



Your velocity and direction compared to that of the missiles dictates how many missiles you can shoot down.



The AMS system updates (get new missiles list) every 0.5s so that also have an effect on how many are shot down.



Works against all missiles : LRM, SRM, SSRM, NARC.





MINIMUM RANGE ON WEAPONS



PPC - Anything below 90m takes 0 damage

LRM - LRMs do not arm before reaching 180m and will bounce off the target





COCKPIT LIGHT FLICKER



You cockpit light will flicker for x seconds when you get hit with heavy fire.



Where x is greater than 4 damage from single hit. It will continue to add to the flicker timer so if you get hit 3 times for 5 damage the cockpit light will flicker for 15 sec.

