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Author Topic: Master Unit List (MUL) Feedback Thread II - READ THE FIRST POST  (Read 117049 times)

Xotl

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Re: Master Unit List (MUL) Feedback Thread II - READ THE FIRST POST
« Reply #960 on: 29 August 2019, 01:09:41 »
The rounding rules for Agile, C3, and Brawler say "round each modifier to the nearest 0.5".  I've since tweaked that wording, but I'd welcome any wording change you think would make that clearer.  The problem is that Brawler isn't a distinct modifier per se unless you work it out by multiplying by 0.25 and then subtracting that; the way Brawler is worded in the text just directly modifies the Subtotal (i.e. it hides the "modifier" part somewhat).

For the Annihilator, you have a PV Subtotal of 40.5.  The result after applying Brawler is 30.375.  Rounding the modifier's results to the nearest 0.5 gets us 30.5, and rounded a final time to 31.

The Grenadier is the same sort of situation.  PV Subtotal of 16.5, multiplied by 0.75 is 12.375, rounded to 12.5, final round to 13.

There's a rounding step here only because everything in the PV formula always rounds itself off to at least a quarter, for overall ease of math.

Also:
I've corrected the HT values on the Grenadier for the base 4-suit squad, but I don't actually know how to modify the 5 and 6-suit entries, so someone else will have to do that (they should be 16 and 18 PV, respectively).
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Gruber

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Re: Master Unit List (MUL) Feedback Thread II - READ THE FIRST POST
« Reply #961 on: 29 August 2019, 04:38:44 »
Regarding brawler adding a simple note after the different brawler multipliers are described would do the trick.

Something along the lines:
Round the modified PV subtotal to the nearest 0.5.

Thunder

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Re: Master Unit List (MUL) Feedback Thread II - READ THE FIRST POST
« Reply #962 on: 29 August 2019, 05:01:08 »
Converting Heat Errata v1.1 for Heat-modified damage says "The result is rounded up to the nearest tenth place, then rounded up again to the nearest whole number".

9.205 gets rounded to the nearest tenth place 9.2, then rounded up to the nearest whole number, 10.

But he's talking about Special ability damage (Which is rounded normally).  The test to see if the unit has that special ability (Medium range damage of just that weapon system of >=1) happens before any final damage rounding.  Thus.  .92 rounds to .9, which is less then 1.  Thus that Catapult gets no LRM ability.

nckestrel

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Re: Master Unit List (MUL) Feedback Thread II - READ THE FIRST POST
« Reply #963 on: 29 August 2019, 07:43:11 »
Heat-modified damage has it's own round up to the tenth place.
This round up to the nearest tenth is for heat-modified step and applies to all damage.
0.34 would round up to 0.4.
0.9205 rounds up to 1.0.
Final damage rounding is a separate step, and rounds to a whole number.  That step has different rounding for base damage (round up) and special ability damage (round normal). 
For the two examples above, final damage rounding would then be
0.4 for base rounds up to 1, 0.4 for special ability rounds normal to 0.
1.0 for base and special ability is 1.
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Thunder

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Re: Master Unit List (MUL) Feedback Thread II - READ THE FIRST POST
« Reply #964 on: 31 August 2019, 07:43:11 »
http://www.masterunitlist.info/Unit/Details/2850/scytha-b

Mounts an AMS.  It should have the AMS special ability.

nckestrel

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Re: Master Unit List (MUL) Feedback Thread II - READ THE FIRST POST
« Reply #965 on: 31 August 2019, 17:12:49 »
http://www.masterunitlist.info/Unit/Details/2850/scytha-b

Mounts an AMS.  It should have the AMS special ability.

Aerospace fighters get PNT, not AMS. That’s why it doesn’t have AMS, it would be redudnadmat.
I do see the ASC is confusing this, so will be posting errata.  But aero fighters can’t subtract 1 with AMS and then subtract 1 again with PNT..
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Thunder

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nckestrel

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VhenRa

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Re: Master Unit List (MUL) Feedback Thread II - READ THE FIRST POST
« Reply #968 on: 06 September 2019, 00:59:08 »
I've got a question for MUL team.

What is with the introduction date of the Manticore? Says saw solid service in the Reunification War... introduced in 2660s.

Edit: I didn't check anything else for this, too much effort.
« Last Edit: 06 September 2019, 01:59:30 by VhenRa »

nckestrel

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Re: Master Unit List (MUL) Feedback Thread II - READ THE FIRST POST
« Reply #969 on: 06 September 2019, 08:46:25 »
I've got a question for MUL team.

What is with the introduction date of the Manticore? Says saw solid service in the Reunification War... introduced in 2660s.

Edit: I didn't check anything else for this, too much effort.

An error, intro date changed to 2575.
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Dragon41673

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Re: Master Unit List (MUL) Feedback Thread II - READ THE FIRST POST
« Reply #970 on: 07 September 2019, 21:16:34 »
Just an FYI to you guys, wasn't sure where to post this...the MUL has been VERY slow to load pages all day long today.

EDIT: And just like that...it's working quickly again. Ugh, should have waited just 20 minutes longer before posting.

Second EDIT I take that back...it's back to being super slow again.
« Last Edit: 07 September 2019, 21:56:10 by Dragon41673 »
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Colt Ward

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Re: Master Unit List (MUL) Feedback Thread II - READ THE FIRST POST
« Reply #971 on: 11 September 2019, 11:50:28 »
When looking at Wolf Clan for Invasion Era it shows the Black Knight 6 but not the Royal . . . and the line right above is the Warhammer 6Rb, but no -7A either.  Since it includes IS Clan General, I think both would be added to that list.  It also lacks the Marauder 3R (C).
« Last Edit: 11 September 2019, 11:52:37 by Colt Ward »
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mordel

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Re: Master Unit List (MUL) Feedback Thread II - READ THE FIRST POST
« Reply #972 on: 14 September 2019, 16:04:38 »
Looking at the Alpha Strike cards for all the Boreas units (e.g., http://www.masterunitlist.info/Unit/Details/7352/boreas-a), they list the movement as 12"qt. I believe this may be a mistake as they all have a Walk MP of 4 as well as a Cruise MP of 4 (while in vehicle mode). Since movement is based off Walk for BattleMechs, I believe these should all be changed to 8"qt.

 

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