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My Thoughts On The New Patch


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#1 Anais Opal

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Posted 30 July 2013 - 02:09 PM

Weapon System Heat Penalty Linking

- ERPPCs and PPCs will now share their max alpha limit.

Ok this makes sense.

- LRM20, LRM15 and LRM10s now share their max alpha limit.

Why? The have different heat and reload times. Why nerf them this way. Are you now saying that if I have a Mech with 3 missile hardpoints I can't mix my launchers or I have to load 3 LRM5's if I want to use all my hardpoints?

- LL, ERLL, LPL will now share their max alpha limit.

Ok LLAS and ERLLAS I understand but why LPL's? Again, different heat, reduced range and different recycle times and almost NEVER used.

- SRM6 and SRM4 will now share their max alpha limit.

Again WHY? Same arguements as for LRM's

Linked weapons will always use the highest base heat value and highest multiplier of the weapons fired.

Are you kidding me on?? I get a DOUBLE heat penalty, first, i get penalised for firing more than two and second I get penalised AGAIN by the smaller weapon using the heat of the larger one.

i.e I fire 2 LLAS and an LPL so the base heat and multipliers used are for the LPL on BOTH the LLAS??

ARE YOU OUT OF YOUR MINDS?

This is, quite frankly the WORST patch to date. Nothing about the problems with hit detection/HSR, no fixes to 'Mechs wonky hit boxes. LRMs still aren't under HSR so if you have a really bad ping LRMs pretty much miss you.

Optimization to client code.
Math functions
was your math bad in the first place? certainly is when you think a small weapons heat should be the same as a bigger one....

And the general fixes, light 'Mechs will use smaller smoke, i mean whoopy-freekin-do, like that was actually a problem in the first place......

Edited by GlycerineOxide, 30 July 2013 - 03:00 PM.


#2 tigermaster

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Posted 30 July 2013 - 02:48 PM

they should have the highest HEAT PENALTY not the highest base heat, this is crazy i agree

#3 Vidi

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Posted 30 July 2013 - 03:12 PM

All very good points. This just seems needlessly complex. There must be an easier way to prevent boats.

Edited by Vidi, 30 July 2013 - 03:54 PM.


#4 Dark Angel 79

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Posted 30 July 2013 - 03:22 PM

G.O.

I agree with you completely!

To put all the Missiles in one linked group for heat like that as well as some of the other weaponry isn't logical nor is it fair.

Though it may not be as bad as it seems, I played around with my 5 LRM 10 Stalker earlier and it didn't really seem to have that giant of an impact on heat. I think its going to make people have to think a little more before the fire in haste, but I don't think its a game killer. Game changer yes. Am I happy with it. No. I don't think its a fair change.

I do think they need to take a month and just focus on repairs to the game so they don't have so much work to do in the future.

The only thing I agree with on PGI's side is it will hopefully help reduce boating further. .

Edited by Dark Angel 79, 30 July 2013 - 03:23 PM.


#5 Anais Opal

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Posted 30 July 2013 - 03:35 PM

The problem here is not the weapon loadout but the pinpoint damage they cause due to the ridiculous convergence implementation.

Convergence should scale based on range and take into account target motion and the motion of the firing Mech.

No-one and i mean NO-ONE is so godly accurate that they can place 3 weapons loads onto the EXACT same spot on a target either in a game environment or real life.

Convergence as it is implemented is dumb. We've had scaling cone of fire accuracy in games like Planetside since 2006. Why PGI aren't doing it idk. Something the SOE programmers could do but they can't perhaps?

What we have with heat is PGI throwing bandaids onto things without actually thinking about them.

Edited by GlycerineOxide, 30 July 2013 - 03:54 PM.


#6 LastPaladin

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Posted 30 July 2013 - 03:51 PM

View PostVidi, on 30 July 2013 - 03:12 PM, said:

This just seems needless complex. There must be an easier way to prevent boats.


There is, and it will probably be the final heat scale "adjustment" patch, coming in a few months: fire any weapon within 0.5 seconds of another weapon and your mech just explodes.

#7 Mech Osiris

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Posted 30 July 2013 - 04:19 PM

View PostLastPaladin, on 30 July 2013 - 03:51 PM, said:


There is, and it will probably be the final heat scale "adjustment" patch, coming in a few months: fire any weapon within 0.5 seconds of another weapon and your mech just explodes.


I like this idea the bestest.

Except. Let them take 4 PPCs in but if they are fired within .5 seconds of one another your power plant overloads and explodes. Period. No boats ever again.

Edited by Mech Osiris, 30 July 2013 - 04:19 PM.


#8 CrunK

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Posted 30 July 2013 - 04:20 PM

My thoughts on the new patch and the last one. PGI hires crack heads.





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