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Tombstoner

Member Since 07 Dec 2011
Offline Last Active Yesterday, 09:05 AM
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Posts I've Made

In Topic: Most Inexplicably Bad Build You've Seen

Yesterday, 09:08 AM

View PostFurieth, on 17 May 2013 - 06:23 AM, said:

I did that for fun for a few matches some time ago on my 3L... it was hilarious... LRM15 or 20 out of the NARC tube while your heat never goes up (it cools down during the salvo). With the 20 you can probably even shoot it again once the last missile leaves the tube - but with the 15 there is definitely a short gap. ^^

It's very entertaining - and you can switch targets DURING the salvo. But viable? Well... not at first - and certainly not to targets that know how to use cover. But you empty those AMS incredibly fast. After the 3 salvo it's probably gone or almost empty. ;-) That has to count for something, right? RIGHT?

i have also done this... its best to use an lrm 15 and place it in the rt torso where the 6 launcher goes. so yea you get off 3 salvoes... the single narc launcher was a surprise first time i did did the lrm 20. it a stream of lrms came out....

remember each lrm hit causes cockpit bounce.... how annoying is it to get hit with 20 lrms one at a time.....

In Topic: Most Inexplicably Bad Build You've Seen

Yesterday, 09:05 AM

View Postragingmunkyz, on 11 March 2013 - 10:16 PM, said:

Saw a splatcat full of SRM4's today...I can't even begin to imagine how he couldn't find the extra tons to upgrade them to SRM6's.

it so he could have a bigger engine and some more cooling.... get in fast do lots of damage and fall back. id' keep at least 2 of them as 6 however

In Topic: Balancing Omnimechs?

Yesterday, 08:38 AM

View PostGyrok, on 16 May 2013 - 10:46 PM, said:



Well...



Basically, once the system for penalties when you blow way past your max heat and shutdown goes in, the issue is 100% resolved.

Additionally, 12 medium lasers are potent up close...but they're not worth much at AC/2 or AC/5 or Gauss or ER PPC/ER LL ranges...

View PostVanillaG, on 17 May 2013 - 08:16 AM, said:

The reason that stock configs are not very competitive in MWO is because they are built with an entirely different combat environment in mind. In TT you are dealing with a combined arms environment in which mechs had to deal with un-armored infantry, armored vehicles, and aerospace fighters. The Spider is a perfect example of this with 2 variants specifically built for anti-infantry roles.

MWO is more in line with Solaris in that the combat is geared towards mech on mech so builds tend to favor loadouts for killing big things fast. Those builds however would struggle in environments where combined arms are more prominent.


The spider is gimped only because of the way mg's have been implimented.. if they did more damage then it would be viable to use.

You can stack 50% more DHS into a clan mech; 2 IS DHS = 6 space @ 2 spaced per clan DHS = 3 clan DHS vs 2 is.
this is the reason( IMO) why DHS are 1.4 heat /HS and not true 2 heat/DHS. clan mechs can boat DHS better then IS as long as the equipment is separated. once integrated IS DHS are junk.

For high alpha mechs like the black hawk.... MWO game design is perfect for this mech. yes in TT it is heavily hampered by the heat system.... this it MWO and it uses a completely different system. its all about the heat capacity before shut down. not being heat neutral like it is in TT.

your mech has a base heat capacity and it goes up with larger engines and with each heat sink you add and the pilot modifiers from the skill tree. the black hawk has the speed and JJ to close range and pop tart you to death. its also a 50 tone mech and is going to be small ish. its going to get off at least 2 alphas before it has to worry about shut down. so your gona eat168 point of damage before it needs to fall back and cool off or use a cool shot.

It will be flat out be the perfect medium energy boat. the game has suficant cover to close range on all maps so in the hands of a skill or even average player your going to loose the range advantage.

also people are not thinking in terms of say 12 small lasers or even clan er small lasers, in mass they have the cycle rate to pump out some damage with little heat. and how they heck can people even comment on the torso twist range or speed. that subjective and up to the devs to balance.

In Topic: Please Ban Marcos - It's Getting Ridiculous

Yesterday, 08:16 AM

View PostGeneral Taskeen, on 17 May 2013 - 04:15 AM, said:

The UAC/5 issue is actually a legit concern. Considering that the AC/5 has a CD of 1.7, while the Ultra gets 1.1 + its ridiculous "double-shot." With a macro, you can get the advantage of the 1.1 (with 1 shell), and not have to worry about jams. Even if you're not utilizing the "double-shot", it is still a 2 DPS difference over a regular AC/5. If it was never given double-shot with percentage jams, then there would be no need to circumvent the jams by macro, now would there?


if macros are able to circumvent the jamming/ by optomising the rate of fire with no danger of jamming, then it is a competitive advantage. for automating coolant usage with high heat alphas its just helpfull.

In Topic: [Suggestion] Pulse Laser Overhaul - Convert Them Into A Staple Brawling Weapon

16 May 2013 - 02:57 PM

I am missing the targeting bonus of the pulse laser badly.... not from being a bad shot... I just have a different paradigm for this game. If pulse lasers are converted to a continuous damage weapon it will add a nice bit of variety to weapon selection.... also it would look cool.

This would for me be an acceptable translation for the lack of any to hit bonus and a competitive reason to take them vs. say the erLL. A weapon that also has time on target issues. I also think time on target is why people moved to the er-PPC so fast once the net code was fixed and er-ppc speed was buffed. ppc's are all or nothing weapons, lasers need far more skill to do full damage.

Since the weapon would be continuous with zero recharge the player would be able to keep the beam on target and potentially not miss with damage and prevent wasted heat generation. This lets the player control the damage output/heat accumulation for the weapon. In the hands of skilled player this would be a very efficient weapon. (New flavor of the month.

As it is (IMO) the best weapons in the game are all or nothing systems with reduced potential over distance. The harsh'ist being srms and lrms - 0 damage over max range, but have a flat damage curve.

The ranges and damage drop off for all lasers need to be treated just like AC/ppc's/gause.

for snap shots vs. say 2 x ac-20's. The efficiency of the damage done relative to heat generated, your capacity to soak and dissipate that heat. What i consider the core of game balance. why alphas rule. This class of weapon can be highly efficient in a way other weapon cant be and this add's a new dimension for weapon balance the game really needs.

This idea can also be applied to auto cannons, make them continuous instead of single slugs. weapons fire as long as ammo holds out. basically massive scaled up versions of MG's

This creates two categorizes of weapons. The all or nothing damage per unit heat generated ppc's(no ammo)/gause(has ammo); heat and ammo for inter weapon balance vs. the continuous damage but controlled damage per heat generation of the pulse laser(no ammo)/ autocannon(with ammo) again heat vs. ammo for balance. between the pulse laser and the auto cannon. then balance between the high alpha weapons.

Very simple symmetry that should aid in weapon balancing. low alpha high player controlled heat efficiency vs. the high alpha all or nothing play style (current meta) meaning full choices for both styles.