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November 6Th Patch Notes - 1.0.142


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#41 Grugore

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Posted 06 November 2012 - 03:06 PM

View PostMWHawke, on 06 November 2012 - 02:48 PM, said:

ECMS REALLY should have been introduced. Now everyone and their cat will get an LRM Boat. Also, DOUBLE heat sinks work at 1.4 times efficiency? They take up 3 slots! THAT just does not make sense. Firstly, they are called DOUBLE heat sinks for a reason. Secondly, they have been balanced by the amount of slots that they take up. Add in the cost of acquiring them and you are crippling the DHS.

Calm down. The developers have said that while testing double values, it made certain builds overpowered. And 1.4 is not a final value. Just build some laser boats and play them so they can get enough data to settle on something that works.

#42 Bagheera

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Posted 06 November 2012 - 03:07 PM

Okay, lots to like in here. Especially the re-introduction of a properly fast 50 tonner, but about this bit right here:

View PostGarth Erlam, on 06 November 2012 - 02:27 PM, said:

  • Small Lasers, Medium Pulse Lasers, and Large Pulse Lasers were only generating 75% of the amount of heat they should have been. This is now fixed.


Really? The large pulse laser? We spend nearly all of closed beta trying to convince you guys to make it into something worth using, and just when it gets close you increase its heat? Seriously?

Baffling. ^_^

#43 The Testiclops

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Posted 06 November 2012 - 03:07 PM

So i thought we were supposed to be able to preview everything before buying. I see no changes their. I think a lot of us have been extremely patient with you guys. How about you hire some more people and actually get some work done instead of feeding us crap all the time?

#44 SamizdatCowboy

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Posted 06 November 2012 - 03:08 PM

Quote

  • Double heat sinks are now 1.4 times as effective as standard heat sinks. This includes DHS's that you place on your Mech as well as those integrated into the engine.





Quote

  • Small Pulse Lasers were only generating 50% of the amount of heat they should have been. This is now fixed.
  • Small Lasers, Medium Pulse Lasers, and Large Pulse Lasers were only generating 75% of the amount of heat they should have been. This is now fixed.



So the above plus Artemis. Wow. Energy weps are effectively nerfed while missiles are made even more powerful.

Edited by SamizdatCowboy, 06 November 2012 - 03:28 PM.


#45 Glaive-

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Posted 06 November 2012 - 03:11 PM

View PostBagheera, on 06 November 2012 - 03:07 PM, said:

Okay, lots to like in here. Especially the re-introduction of a properly fast 50 tonner, but about this bit right here:



Really? The large pulse laser? We spend nearly all of closed beta trying to convince you guys to make it into something worth using, and just when it gets close you increase its heat? Seriously?

Baffling. ^_^


It's called manual heat management, which involves NOT taping down your fire buttons. Learn how to do it please.

#46 Valaska

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Posted 06 November 2012 - 03:16 PM

Gonna give these warlock pulse laser updates a try, but very sad still =/

Lasers just taking another hit.

#47 gnohm

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Posted 06 November 2012 - 03:17 PM

No ramming :c

Aw well.

#48 Valaska

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Posted 06 November 2012 - 03:17 PM

View Postarmyunit, on 06 November 2012 - 03:11 PM, said:


It's called manual heat management, which involves NOT taping down your fire buttons. Learn how to do it please.


It doesn't do enough damage to make it worth taking kiddo.

#49 Nachocheese

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Posted 06 November 2012 - 03:17 PM

not bad, but can we please have a performance fix and fixes for the things that need it like the PPC min range next update?

#50 Valaska

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Posted 06 November 2012 - 03:20 PM

View PostNachocheese, on 06 November 2012 - 03:17 PM, said:

not bad, but can we please have a performance fix and fixes for the things that need it like the PPC min range next update?


Oh crap, I forgot about that, I haven't used a PPC in ages, the Gauss does more damage in close range currently right?

#51 Rippthrough

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Posted 06 November 2012 - 03:21 PM

View Postarmyunit, on 06 November 2012 - 03:11 PM, said:


It's called manual heat management, which involves NOT taping down your fire buttons. Learn how to do it please.


Yes, lets go from already doing half the damage of the LRM boats, to about a quarter. Well done.

#52 Slumber

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Posted 06 November 2012 - 03:25 PM

Hold on a sec... No economy update? No repair bill decrease?

#53 Colddawg

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Posted 06 November 2012 - 03:26 PM

Why does the CN9-D resemble the CN9-AL (laser based Centurion) when it should resemble the CN9-A?

#54 Hexenhammer

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Posted 06 November 2012 - 03:26 PM

Don't forget lasers have to be nerfed to get them inline with ammo based weapons.

#55 8Ball-

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Posted 06 November 2012 - 03:27 PM

View PostDocBach, on 06 November 2012 - 02:48 PM, said:


No, my Atlas with 14 double heat sinks had its heat efficiency statistic go from a 1.4 to a 1.04

My Atlas with 19 double heat sinks went from 1.7 to 1.42



Previously your DHS were counting as SHS(1.0) in the engine and the external ones were counted as DHS(2.0). So, 19 DHS were being counted as 10*1+9*2=28 HS. Now it's 19*1.4=26.6 HS. DHS are only usefull up to a certain point. AJenner with just 12 DHS gets 16.8 in HS value. Due to the critical space taken DHS only gives you an advantage over SHS up to like 17, then you're better off using singles as they only use 1 crit each. Large mechs with more tonnage than crits are better off using single sinks.

#56 Scav3ng3r

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Posted 06 November 2012 - 03:31 PM

View PostValaska, on 06 November 2012 - 03:17 PM, said:


It doesn't do enough damage to make it worth taking kiddo.


You are aware he was responding to a comment about Large Pulse Lasers, right? You are aware how much damage those do, yes?

#57 Elder Thorn

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Posted 06 November 2012 - 03:32 PM

View PostAC Rimak, on 06 November 2012 - 02:39 PM, said:

You really should have first complete the ECM, cuz now with artemis in game the LRM OP shitstorm will just go crazy!


except that with the damage doen nto calculated people will quickly run out of money or at least not really earn that much money when spammign LRMs

#58 Dan Grommel

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Posted 06 November 2012 - 03:34 PM

Will test stuff tomorrow but the nerf to med and especially large pulses was uncalled for. I think they were balanced in the last build. The change might have made half my fits way too hot to use... so uhm good bye LPL C1, it was fun while it lastet. Hello again Gauss K2 and Streak A1, appearantly devs still like you.

I hope this talk about Artemis/LRM owning even harder now is just hysteria, because the rest of this patch looks like good stuff.

#59 KosherHamSammich

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Posted 06 November 2012 - 03:36 PM

View PostWW8Ball, on 06 November 2012 - 03:27 PM, said:



Previously your DHS were counting as SHS(1.0) in the engine and the external ones were counted as DHS(2.0). So, 19 DHS were being counted as 10*1+9*2=28 HS. Now it's 19*1.4=26.6 HS. DHS are only usefull up to a certain point. AJenner with just 12 DHS gets 16.8 in HS value. Due to the critical space taken DHS only gives you an advantage over SHS up to like 17, then you're better off using singles as they only use 1 crit each. Large mechs with more tonnage than crits are better off using single sinks.



Exactly. If you have 6 or less DHS outside of your engine, then with the change to the HS inside of the engine you will be dissipating MORE heat than you were previously.

7 DHS will now see a 0.2 heat decrease in heat dissipating
8 DHS 0.8 decrease
9 DHS 1.4 decrease
10 DHS 2.0 decrease

#60 Scarlett Avignon

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Posted 06 November 2012 - 03:39 PM

"skill based matching system."

*cries*

Bless you. God bless you, every one!





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