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Monky

Member Since 13 Mar 2012
Offline Last Active Today, 12:47 PM
*****

Topics I've Started

The Quintessential Problem With Mg's

01 April 2013 - 04:16 PM

GAUSS RIFLE 3 matches 87 fired 47 hit 54.02% accuracy 00:11:49 play time equipped 784 damage
MACHINE GUN 54 matches 23,792 fired 15,521 hit 65.24% accuracy 04:53:06 play time equipped 595 damage

3 games of using Gauss since stats started being tracked; 754 damage. 54 games of using machine guns; 595 damage since damage was tracked.

On top of this, live tests of actual mg component destruction is alarmingly low (aka not at all what certain propagandists have posted in their videos). At best, I am destroying a single weapon in a section before completely removing it with the next attack from real weapons.

This is highlighted by the Jagermech with which I've found myself stripping all ballistics off and just loading heatsinks/SRM's(on the A variant)/PPC's/Large Lasers. The only viable build other than that being dual AC20 (which I've encountered but haven't tried yet). Sure, some of the builds are -fun- from the pure boom boom bang bang perspective, but it's just ridiculously ineffective.

Let's do some simple math here; 595 / 54 = 11 (11 damage per round of MG use). 784 / 3 = 261.3 for gauss use. Now, tonnage comes into play. I am going to treat Gauss as 30 half tons and machine guns as 1 half ton because 0.5 tons wrecks simple division. Basically, 11/1 = 11, 261/30 = 8.7. Seems like Gauss is worth far less than MG right? Well, think again - here comes the ammo! I have run 2x MG and 4x MG both with 1 ton of ammo, and I have ran 2xgauss with 4 tons ammo. Here are the refined tonnage equivalents;

MG; 11 / 3 half-tons (1 mg + 1 ton ammo) = 3.66
Gauss; 261.3 / 34 = 7.67 (1 gauss + 2 tons ammo)

However without ammo, a ballistic weapon is useless. Let's look at a static 1 ton of ammo per weapon (more than enough for MG as i've never ran out, and laughably low for a Gauss as I've always ran out with 2 tons per gauss rifle unless I goof up and die early)


MG; 11 / 3 half-tons (1 mg + 1 ton ammo) = 3.66
Gauss; 261.3 / 32 = 8.16 (1 gauss + 1 tons ammo)


Here it is, on its face, in real gameplay terms. Not only are MG's spray weapons that can't be focused on a component unless the enemy is stationary (and in range), the Gauss rifle is pinpoint to boot, and does about 2.25x the effectiveness while having a comparatively ludicrous maximum range. This is merely ONE example based on the stats I'm providing.

Headshotting In Jaegermech; Splash Related Or Just Too Big?

19 March 2013 - 06:13 PM

Seems like either 'another one' got through development, or the splash changes in today's patch really worked a number on head hitboxes. Are people experiencing more headshot deaths to missiles in other mechs? Is the Jaeger suffering equally from all types of weapons? Is the moon made of cheese?

Post your results and testing here! Please be as descriptive and thorough as you can - and if you can, test your other mechs too to see if missiles are wreaking havoc on head hitboxes overall.

Update;

Roland reports a single splatcat SRM6x6 Alpha headshot his ohterwise undamaged Atlas;

http://mwomercs.com/...m-all-missiles/

Riffleman reports death to SRM, LRM, and Laser head sweeping here in his Jaegermech;

http://mwomercs.com/...-the-jagermech/

DCM Zeus reports loss of head/legs to LRM before other components;

http://mwomercs.com/...-3-is-underway/

Command Chair Feedback Subforum

15 March 2013 - 01:28 PM

It is getting crowded up in general chat. I want the method of community feedback on specific issues to continue, but we might benefit from moving command chair feedback to a subforum within command chair.

Apply Consumable Acquisition Structure To Hero Mechs

06 March 2013 - 10:06 PM

PGI, with this changed plan for consumables, and a little bit of liquor, I have concocted a way for you to once again earn my money. I got a refund in CBT when the Yen Lo Wang was announced, because personally, I refuse to fund any game where anything that affects combat (even if very minor) can only be acquired by money.

Sure, the Yen Lo Wang turned out to actually be a little under powered, but I was steadied by the release of the Ilya and the Flame, and now the X5.

However, the structure you've chosen for consumables seems almost identical to one I recommended for hero mechs;

MC to acquire now, long grind and high c-bill cost to acquire for free. This plan has been modified from when I first posted it but here it is;

first, hero mechs for MC users stay as-is.

second, for F2P users, you have a 'rental' system that lets you try the mech (like a trial mech but it costs you maybe 100-500k c-bills depending on the mech). This lets you try the stock version if that's what you're interested in.

third, for F2P users; The Real End Game Content ™. 30k GXP to unlock a hero mech for purchase with C-Bills, and 2-5x the cost (depending on what you prefer) to buy the mech. Further, you must have 3 mechs of that chassis mastered. A grand quest, and within what I would accept for being able to fund your game. You do this, I re-buy my founders package even if it means I don't get my founders mechs.

Please consider this. I want to support you guys.

Edit; I meant to include 'acquire for free without c-bill bonus'. I am fine with that being payed only. Skins are optional too; do what you feel is fair. Just let the battlefield be even.

State Rewind For Lasers = Mission Accomplished

05 March 2013 - 06:45 PM

For lasers, it seems to work fabulously. For missiles and ballistics, well, firing delay due to lag is still kicking up dust. Anyways, good job to the team behind this, as now lasers are actually the speed of light, no more leading lights with em! I've even been taken out in my cheesy raven 3L by a Jenner! A JENNER!