The Art of Mech War (III) Technology I

[Strategy, Tactic, Warfare]

III. TECHNOLOGY 

"Only when you know every detail of your Mech technology, you can begin to improve it"
"Who does not use his wit to improve his Mech, ignores what weapons he has"



Each Mech Class has different capacities or skills that make them unique compared to others. The task of a good Mech pilot, is to know well the potential of his Mech and optimize it, to improve the chances of victory.

We will deal with the following topics:


  1. Mech Capabilities (Skills)
  2. Mech Structure (Equipment)
  3. Mech Weaponry (Weapons)
  4. Mech Categories 
  5. Mech Assembly (Building) 


1. MECH CAPABILITIES

First, we will see the different classes of skills or capabilities developed by Pilots and Mechs.


Principal Skills: 


The following are the basic or main capabilities with which a Mech must count to increase its usefulness in combat and its ability to survive:


  • Precision (Optimal value: 96%)
  • Dodge (Optimal value: ~ 65%)
  • Speed (Optimal value unlimited)
  • Shield (Optimal value unlimited)

1.1. PRECISION


Precision is the ability to shot the target to which the weapon aims.


The main equipment source of Precision are the Cockpit modules, although other rare equipment modules as chassis or engines can also include a lower precision boost.


The opposed skill to Precision is Dodge. 







The Mech has telemetry, sight and aim systems that increase the chances of impacting the target. These systems are usually installed in the cockpit modules, although sometimes the Mech can also have integrated systems for its build or  tracking systems installed in the own weapons.

Among the elite pilots, it is universal belief that the precision limit of accuracy is 100. However, Mech systems guarantee a minimum threshold of 4%, so some pilots consider any qualification of accuracy greater than 96 as redundant.



Optimal Precision = 96%

It is known that above 100, does not help to subtract the evasion or dodge of enemy targets.


1.2. DODGE

"Move unpredictably, making it difficult for your opponent to strike a fatal blow".

Dodge will increase the chance to avoid enemy shots more often. 

The usual equipment source of Dodge are the Chassis modules, but other rare equipment modules can also include a small Dodge boost.


Each point of Dodge increases the chance to miss by roughly 1% or counters a point of Precision.



The study of Jiang and Rail unveiled a secret until then jealously guarded by Mech engineers: That all Mechs acquire a passive dodge inherent to the Mechs structure and AI that does not show in the technical readouts. This avoidance ranks a 30% of the offensives shots. (Check the Hit Rate Chart above)

This passive fact and the opportunity to acquire a boost to Dodge from a maxed Honor Guard, allows to reach the maximum possible value on Dodge with around 65 Dodge built from the visible Mech skills and equipment, which is calculated as follows:




Optimal Dodge with HG Bonus = Max Possible Dodge - Passive Dodge 



  • Optimal Dodge is the max value a Mech Pilot can aim without getting redundant scores of the Dodge capability.
  • HG Bonus is a 8% percentage enhancement to apply over our Dodge built by the Mech skills and equipment. (If we had a built Dodge of 50%, then we would get it increased to 54% with the 8% HG bonus)
  • Max Possible Dodge is 100%, represents the maximum functional value. Above that score all other additional Dodge will turn worthless. This value includes all Dodge factors.
  • Passive Dodge is the 30% inherent Dodge value that every Mech keeps from manufacture. This value cannot be detected by the scans, but has been detected after intensive tests. This value stacks with that of the Mech build and give by equipment.



Optimal Dodge with HG Bonus = 100 % - 30 %

(O.D.) + 8% = (100 - 30) %

(O.D.) + 8% = 70 %

O.D. = (70 %) - 8% >> O.D = 70 - 5.6 %

O.D. = 64.4 %

Optimal Dodge (With HG Bonus) = ~ 65 %
Optimal Dodge (Without HG Bonus) = 70%

1.3. SPEED

"Be like the lightning, whose sudden arrival can not be prevented".

There is no a limit, the higher speed you may have, the more likely you are to shoot the opponent first.

The usual equipment source of Speed are the Engines, but other equipment modules can also include a speed boost or penalties to it.


The factors that concur in the calculation of the initiative are:



Mech base speed

+
Mech upgraded speed 
(the speed acquired through the upgrades applied to the Mech)
+
Equipment modules speed 
(Usually the main source of Speed in the equipment are the engines)
+
Weapon speed factor 
(The slower weapons rate a speed below 100, the faster above 100)
+
Random speed factor or Random Number Generated (RNG) which can be a number between 1 and 100, although this value is speculative and could be lower or higher.
-
Enemy applied Slow ability 
(Every Slow point applied, will equally subtract the same amount of Speed)


This speed check is made by every equipped weapon module. So it is extremely important that you kept all your weapon slots fulfilled to increase the odds to get a faster shot (that could or not hit the enemy, as that will depend on your precision check)




Optimal Speed = As high as possible. There is no cap.

1.4. SHIELD

"By knowing your enemy, you will be able to anticipate and block his attacks"


Although in Mech warfare, the best defense is a good attack, if we can additionally protect our combat Mech while refining its destructive qualities, the better.



  • Shield (Also included among the defense skills) - (Shields, Some Chassis)
There are several modalities of Shielding Skills, as follow:
  • Basic Shield
      • Shield (X)
      • Shield X %
  • Weapon Type Shield  (X) or X%
      • Fire Shield
      • Ice Shield
      • Laser Shield
      • Missile Shield
      • Projectile Shield
  • Skill Shield
      • Fork Shield X%
      • Splash Shield X%
      • Trample Shield X%
      • Wide Fork Shield X%
Note:

The damage caused by a special skill as Fork, Wild, Splash, Trample or Wide Fork can only be resisted with universal shield protection and specific protection against that skill (Skill Shields like those of above)

  • Direct reduction [Shield (X)]
    • Sample: Shield (50) - Will subtract 50 to every standard received hit.
  • Percentage reduction. [Shield X%]
    • Sample: Shield 10% - Will subtract a 10% of the received standard damage.
  • Specific protection of weapon type 
    • Deductible [Weapon type Shield (X)] 
      • Sample: Laser Shield (20) - Subtracts 20 to every laser damage hit.
    • Percentile [Weapon type Shield X%]
      • Sample: Ice Shield 50% - Subtracts half the ice received damage.
  • Specific protection of skill type [Skill type Shield X%]
    • Sample: Trample Shield 90% - Will subtract 9/10 from the trampling damage.

Percentage Shields are not directly accumulative, but increase applying the additional % protection to the higher one. Sample: A 50% Fire Shield with a second 30% Fire Shield will increase its Fire protection by a 30% of 50% (this is +15%) resulting on a total 65%.

Typically, a Shield equipment module will include a main percentage weapon damage type reduction, an universal direct reduction and a vulnerability against the opposite type of damage than the one protected.


Damage caused by special skills can't only be prevented with the use of Special Shielding (Fork Shield to resist Fork Damage, etc.)


Optimal Direct Reduction Shield = Unlimited.
Optimal Percentage Shield = 100%

1.5. OFFENSIVE SKILLS

The offensive skills are the various capabilities a Mech can acquire to attempt to destroy or damage the opponent Mechs (Follow the links to read more about every specific skill):
  • Damage Augmentation or Multipliers
  • Burn (Only as Mech skill or in fire and some laser weapons)
  • Crit-Kill (Cockpit, Chassis)
  • Dodge (See the Main Skills)
  • Fork (Cockpit, Chassis)
  • Freeze (Cockpit, Chassis)
  • Slow (Cockpit, Chassis)
  • Splash (Cockpit, Chassis)
  • Trample (Cockpit, Chassis)
  • Weapon Type Augmentation (Cockpit, Chassis, Engine)
    • Fire Damage
    • Ice Damage
    • Laser Damage
    • Missile Damage
    • Projectile Damage
  • Wide Fork (Only as Mech skill or in some weapons)
  • Wild (This skills is arguably an advantage or disadvantage)

When choosing the most appropriate equipment for a Mech, it is convenient to do so in accordance with the capacities that the Mech will acquire when upgraded.

1.6. DEFENSE SKILLS

The defense capacities are the various capabilities a Mech can acquire to protects against the attempt of opponents to destroy or damage it (Follow the links to read more about every specific skill):
  • Auto Repair - (Chassis and Engines)
  • Shield (See above the point 1.4. Shield) - (Shields, Some Chassis)
  • Dodge (See the Main Skills)

1.7. VULNERABILITIES

There are some effects or collateral damage attached to certain Mech structures, Equipment and Weapons (Follow the links to read more about every specific skill), as:
  • Kickback
  • Speed reduction 
  • Vulnerabilities
    • Fire Vulnerability
    • Ice Vulnerability
    • Laser Vulnerability
    • Missile Vulnerability
    • Projectile Vulnerability
  • Wild (This ability is argued by some pilots as an advantage and by others as a disadvantage.)
1.8. SECONDARY SKILLS AND EFFECTS

There are some special or secondary effects caused with special mechanics:

  • Shutdown. A Mech that got shutdown but not yet destroyed will have the following effects:
    • Weapons Off: The Mech will get its weaponry systems disabled.
    • Keeps Dodging: Will continue able to defend and avoid enemy shots (Dodge will continue working). 
    • reactivation on Isolation: If all other operative Mechs got destroyed and only Shutdowned Mechs continued operative, they may reactivate to enter combat again.
    • To Destroy it: The Shutdowned Mech will require to receive another successful shot to be completely destroyed and removed from combat. 

2. MECH STRUCTURE

The Mech structure usually includes the following elements:
  • Cockpit  (Main increase of Precision)
  • Chassis (Main increase of Dodge)
  • Engine  (Main increase of Speed)
  • Shields  (Main increase of Shielding)
As the Mech upgrades, its different structural parts will allow additional modules to be loaded.

Perhaps, a Red Ant has the following equipment progression:
 (Cockpit/Chassis/Engine/Shield)

Level  8 + 1 Cockpit Slot (1 / 0 / 0 / 0)
Level 18 + 1 Cockpit Slot (2 / 0 / 0 / 0)
Level 28 + 1 Chassis Slot (2 / 1 / 0 / 0)
Level 44 + 1 Shield Slot (2 / 1 / 0 / 1)
Level 54 + 1 Shield Slot (2 / 1 / 0 / 2)
Level 74 + 1 Shield Slot (2 / 1 / 0 / 3)
Level 100 + 1 Cockpit Slot (2 / 1 / 0 / 3)

Once upgraded at level 100, a Red Ant reaches its max possible structural / equipment modules. The amount of them the Mech received will determinate which capacities will improve and what others may present a vulnerability against other opposed Mechs.

Each structure module slot, or just Equipment Slot, allows the use of certain gear pieces that will focus on a primary skill from above 


3. MECH WEAPONRY


"Keep your weapon as sharp as possible, so that by going through your enemy, he will not be able to guess the trajectory"

All Mechs have a series of free slots built into their structure, specially prepared to house weapons modules or systems. They will also increase this number of weapon slots as they are upgraded.

One factor to identify those Mechs of superior quality will be the ratio with which new weapon slots are acquired.

It is best to never leave these weapon slots empty, since they constitute, when active, a very important factor in the speed and firing power of a Mech.


 
Excellent: 1 slot every 3 levels
Held by Niode BFM Mechs with 95 Tons and above
  
Superior: 1 slot every 4 levels
Held by Niode Huge and BFM between 80 and 90 Tons
 
High: 1 slot every 5 levels
Held by Light to Heavy Niode Mechs 
& Crystal BFM Mechs 100 Tons and above
 
Standard: 1 Slot every 6 levels
Held by Heavy Crystal Mechs
 
Low: 1 Slot every 7 levels
Held by the Lower Crystal Mechs

There are some Niode and Crystal Mechs that are above the standard ratio applied to their categories:

Special Crystal Mechs (Ratio 1:3 instead 1:6)
  • Supe
  • K9
Niode Mechs: (Ratio 1:4 instead 1:5)
  • Spitfire
  • Commissar
Special Crystal Mechs (Ratio 1:4 instead 1:6)
  • Layne
  • Mito
  • Gordon
  • Ranger
Special Crystal Mechs: (Ratio 1:5 instead 1:7)
  • Nephilax
  • Vizi
  • Zadok
Crystal Mechs: (Ratio 1:6 instead 1:7)
  • Ammonite
  • Pyrophorus
  • Luison
  • Daemon
  • iMech
  • Red Ant 

Comparative table for the Weaponry Ratio and Upgrades (levels)

- Weapons Ratio & Level: 50 --- 100 --- 150 --- 200 --- 250 --- 300


1 slot every 3 levels: ---- +16 --- +33 --- +50 --- +66 --- +83 --- +100 

1 slot every 4 levels: ---- +12 --- +25 --- +37 --- +50 --- +62 --- + 75
1 slot every 5 levels: ---- +10 --- +20 --- +30 --- +40 --- +50 --- + 60
1 slot every 6 levels: ---- + 8 --- +16 --- +25 --- +33 --- +41 --- + 50
1 slot every 7 levels: ---- + 7 --- +14 --- +21 --- +28 --- +35 --- + 42


4. MECH CATEGORIES

First, we will see the different classes of Mechs, according to their characteristics and capabilities.





4.1. BY TONNAGE (weight categories) - Check the links to go into the Mechs lists by categories.

4.2. BY QUALITY

  • Niode Mechs (Elite Technology). Requires premium money to acquire.
  • Crystal Mechs (Common Technology) Only Requires Common resources to acquire (Crystal, Ferrite and Bioptics)
Between both qualities there is an overwhelming difference of the power of the Niode Mechs against the weakest Crystal Mechs. The reasons why a Niode Mech is superior against a Crystal Mech are:

  • More Weapons. 
    • Niode Mechs acquire weapon slots faster than Crystal Mechs. This will impact the performance increasing the opportunities that the higher amount of weapons could shot earlier than those on a crystal opponent.
  • More skills.
    • Niode Mechs acquire more skills through their upgrade, giving them superior abilities to those of a crystal Mech.
  • More equipment. 
    • Niode Mechs acquire more equipment modules to be allocated in their structure than those of a crystal Mech, allowing to install a higher enhancement.

4.3. BY CAPACITIES

The Mechs can play some or multiple of the following roles and, depending on them, they will have an optimal positioning in the Formation, which will be seen in "Chapter V. Tactic".
  • Assaulter: Focused on a penetrative opening.
    • Favored Skills:
      • Trample
      • Damage enhancement
      • Damage multipliers
  • Defender or Tank: Focused on defense skills.
    • Favored Skills:
      • All shielding
      • Auto Repair
  • Disruptor: Focused on incapacitating skills.
    • Favored Skills:
      • Crit-Kill
      • Freeze
      • Slow
  • Sniper: Focused on one shot kills. 
    • Favored Skills:
      • Crit-Kill
      • Dmg enhancement
      • Dmg multipliers
  • Spreader or Bombardier: Focused on multi-targeting.
    • Favored Skills:
      • Fork
      • Splash
      • Wide Fork
  • Multitasker or Generalist: gathering different purpose skills.
    • Favored Skills:
      • Miscellanea
 
5. MECH ASSEMBLY






    (By GJ - 685605)