Max Tons Mech KotM

[Circuits & Tournaments]


A "Max Tons Mech" KotM is a King of the Mountain event in which the participating Mechs cannot exceed a certain specified tonnage, although they can be of lower weight.

The limits are based on the maximum tonnage of each Mech on the force entering the event. None of the participating Mechs must exceed the indicated amount or will be removed from the fights.


The modalities are:
  • 10 Red Tons. (Self explanatory)
  • 20 Tons (Self explanatory)
  • 30 Dirty (30 tons or less)
  • 35 Alive (35 tons or less)
  • Fourty (40 tons or less)
  • Fifty (50 tons or less)
  • Sixty (60 tons or less)
  • Cruiserweight (70 tons or less)

    Notes

    Many of these modalities are also present in the tournament specialists (CW, FW and SW), like the 10, 20, 30, 40, 55 (which replaced the 50), 60, 70, 80 and 90. It is of great interest to keep up-to-date training for each type of tonnage.

    The maximum tonnage requirement is announced with the start of every new KotM event, within any other detail and requirement for the participation.

    Any Mech of tonnage over the maximum allowed, will be automatically discarded and will not enter combat with the rest of the Mechs placed in formation that do qualify the authorized tonnage. This will only weaken the formation strength, leaving empty spaces in the attack lines. That is why it is always prudent to check that the formation matches the event requirements.

    If you recently added a new Mech to the main formation and your remaining formations had free slots, check them because said Mech could have been added in any of their empty slots, which can sometimes cause some unpleasant surprise when breaking the requirements of the competition through this unexpected addition.


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    (By GJ - 685605)

    Dodge vs. Precision 3287 Research

    [Mech Technology, Research]

    In August 3287 (Aug 2014), two renowned Pilots, Feng Jiang and Ben Rail, conducted a research to decrypt the exactly working of the Dodge and Precision skills.

    As a result of the investigation, whose results were made public for general knowledge and benefit of the pilots, the Craftsmen awarded both with the medal and recognition as Reverse Engineers.
     --

    Chronology and results of the investigation 

    Feng Jiang, a now retired veteran, began looking for the secrets of some Mech Technicians about the Dodge and Precision skills for a better understanding of the Pilots, which were well guarded by the Manufacturers' Guilds.


    Initially established the following question - premises.
    1. To find the exact effect of Precision and Dodge
    2. To determinate if the hit chance increased or decreased by 1% by 1 point of each one (Dodge and Precision)
    3. To determinate if there were an upper bound, a top rate of overall hit rate.
    4. To determinate if there were a lower bound, a bottom rate of overall hit rate.
    5. To determinate if there were any default values and modifiers.
    6. To determinate if the Honor Guard bonus (up to +8% Dodge) was an algebraical addition or a percentage over the current total dodge of every Mech.
    From these premises, another experienced pilot, Ben Rail, joined Jiang's research, and both started their research by conducting 1,200 test strikes, using abundant resources (such as a high amount of Niodes to acquire enough Helix) and generating tests for different scenarios with maximum and minimum values in both Precision and Dodge.


    Jiang and Rail reached the following conclusions:
    1. There were a 30% passive dodge. 
    2. Because the passive 30% Dodge, it appeared that Dodge values above 60% did not modified the avoidance of the Mech, as reaching a cap or top of 90% (30% passive + 60% from Mech & HG)
    3. That higher Dodge than 60% (90% with the passive) did not even serve to cancel opposite Precision, because the Dodge Value couldn't be functional in first stance once reached the 90% cap.
    4. Dodge rates from Mech and Equipment skills + Honor Guard were added to that passive base, up to roughly 90%.
    5. Precision rate was applied to counter the final dodge value, down to roughly 3% - 5% Dodge.(Their tests showed that 72 Precision vs 0 dodge gave not a 100% hit rate, but around 97%)

    72 Precision vs. 112 Dodge tests showed a 18% hit rate, where 60 Dodge vs. 60 Precision was near 30% hit rate.

    Based on those results, Jiang and Rail concluded that the chances of 60 Dodge vs. 72 Precision would be 18% as well.

    Conversely, a Precision rate above 85 would also be useless as that would bring 90 to 5, anymore pointless.

    At present, Ben Rail noticed changes in the values, obtaining the following table:





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    By Mechanomicon. 
    Rights and all credits to Feng Jiang and Ben Rail - 459199

    Point Mech Panic

    [Circuits & Tournaments]


    Point Mech Panic is a King of the Mountain event one-Mech style, where only your point Mech will duel the opponent point Mech.

    The point Mech position is the vanguard of the Formation and is located atop the front line (right upper corner).

    The formation can be fulfilled with Mechs in all the lines, they won't enter combat when competing in the event as all other Mechs will be automatically removed from combat (although they will remain in your formation and none adjustment will be needed)

    For this event, the Commanders choice their best Mechs, feeding them with their best high tech equipment and weapons in the hope to open their path to the top position.




    Note


    This modality of competition is only available through the KotM events. 

    Because in one-Mech duels, randomness plays a more important role than in larger combat formations, this event works with a balancing role, offering a unique opportunity for less experienced pilots to beat the more powerful ones, usually unavailable in most of the remaining events.


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    (By GJ - 685605)

    Front Line KotM

    [Circuits & Tournaments]
    A Front Line Kotm is a King of the Mountain event in which only the front line (the first one, at the right side of the formation) will participate.

    Doesn't matter how many Mechs were allocated in the other lines, the fight will be decided exclusively by the Mechs placed in the front lines of both, attacker and defender.




    Notes


    It is advised to use the best Mechs, geared with the best equipment modules and loaded with the best available weapons.

    In the past, to win an additional slot, some Pilots left the front empty so their next larger file were considered their front, getting that way a considerable advantage. But the Craftsmen have fixed that smart tactic so if a Commander removed now the Mechs from his front line, he will march without any Mech into battle, so automatically losing unless the defender were as well trying the same trick; in that situation, if both contenders are OOF (Out Of Formation), the attacker wins the combat. 


    While this modality of competition is only available through the KotM events, depending the weight of your front line, it could qualify for certain limited tonnage specialists and KotM events (if this is the case, its recommended to remove all the Mechs from the remnant lines to avoid bitter surprises as getting your entering combat Mechs randomly assigned). 

    If you recently added a new Mech to the main formation and your remaining formations had free slots, check them because said Mech could have been added in any of their empty slots, which can sometimes cause some unpleasant surprise when breaking the requirements of the competition through this unexpected addition.



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    (By GJ - 685605)

    Progressive Pileup KotM

    [Circuits and Tournaments]
    A Progressive Pileup KotM is a King of the Mountain is an event in which only one Mech of your front will enter combat, increasing by +1 for the amount of Mechs entering combat with every successive new line until reaching the maximum capacity of the remaining lines:
    1. 1 Mech of your front line
    2. Up to 2 Mechs of your second line
    3. Up to 3 Mechs of your third line (if there are available slots)
    4. Up to 4 Mechs of your fourth line (if there are available slots)
    5. Up to 5 Mechs of your fifth line (if there are available slots)
    6. Up to 6 Mechs of your sixth and remaining lines (if there are available slots)

    In case of entering the event with an inadequate formation, like an unlimited one with all the formation positions filled, the rules of the KotM will randomly remove from entering combat as many Mechs as were necessary for compliance with the rules of the Progressive Pileup event.


    Notes


    This modality of competition is only available through the KotM events and by the moment isn't an available specs for War Tournaments (CW, FW and SW).

    If you recently added a new Mech to the main formation and your remaining formations had free slots, check them because said Mech could have been added in any of their empty slots, which can sometimes cause some unpleasant surprise when breaking the requirements of the competition through this unexpected addition.



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    (By GJ - 685605)

    Rainbow KotM

    [Circuits and Tournaments]


    A Rainbow KotM is a King of the Mountain event in which you cannot repeat any Mech more than one, two or three times, depending on the type of Rainbow Formation.

    The modalities of Rainbow KotM are:

    1. E Pluribus Unum (Single Rainbow). Only one of each Mech class is allowed in formation.

    2. Double Rainbow. Up to two of every Mechs class are allowed in formation.

    3. Triple Rainbow. Up to three of every Mechs class are allowed in formation.


    Entering perhaps in a Double Rainbow KotM (second formation above), allows you to keep in your formation 2 Red Ants, 2 Anzus, 2 Shocklites, etc. If the formation entering combat in a Double Rainbow event, had 5 Boreas, 3 of them at random will be removed from combat before it started.


    As any other KotM modality, a Rainbow event can be released combined with a Chrono, and/or Blitz.
    • A Rainbow Chrono will add the special rules of a Chrono event to the requirements of a Rainbow.
    • A Blitz Rainbow event will have a extremely short duration.

    Notes

    This modality of combat is also present in the Tournament specialists (CW, FW and SW), so is of high interest to keep updated a formation for each Rainbow type (single, double and triple).

    The usual practise will be to start placing in formation the stronger Mechs, whatever were their spot inside the formation. How are they set will depend of every strategy, well in the front, the middle lines or the rear.

    If you recently added a new Mech to the main formation and your remaining formations had free slots, check them because said Mech could have been added in any of their empty slots, which can sometimes cause some unpleasant surprise when breaking the requirements of the competition through this unexpected addition.


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    (By GJ - 685605)

    Chrono KotM

    [Circuits & Tournaments]
    A Chrono KotM is a timed position King of the Mountain event in which each range has a point value. All participants receive points according to the rank they occupy in a random moment within a window of time, whose duration is progressively reduced as the event approaches its end.

    The windows usually last 60 minutes during the first phase that can takes hours or a day, depending the duration of the Chrono, 30 minutes in the second phase and 15 minutes in the final phase, at the end of which all the participants get ranked by the total score they achieved and the participant that has accumulated the highest total score will win.
    • Phase I: Scores assigned in a random time every 60 minutes.
    • Phase II. Scores assigned in a random time every 30 minutes.
    • Phase III (Final). Scores assigned in a random time every 15 minutes.

    This type of competition requires great dedication and attendance, since the score is accumulated and updating continuously, causing frequent skirmishes and duels to achieve better positions. It is possible to enter the competition as long as phase two has not yet begun and hope for a good position. However, for those who enter as late as during the phase two or three, the possibility of tracing the score to reach those who already entered before will be really difficult or impossible, having to fight for a bronze medal in the best case.

    There are different modalities of Chrono competition:
    • Long Classic Chrono (King Chrono): Usually takes two to three days, and the first two stages take a whole day of duration.
    • Standard Classic Chrono: Usually takes a day and some hours.
    • Blitz Chrono: A lightning event lasting for some hours.
    • Combined Chrono: This competition can use any of the previous formats, but including an additional KotM special rule or requiring the use of a certain class of Mechs. Some samples of Combined Chrono are:
      • Double Rainbow Chrono
      • Fire and Ice Chrono
      • Pileup Chrono
      • Red Ant Chrono

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    (By GJ - 685605)