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Damage Is Off The Charts


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#1 Motojoe

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Posted 05 March 2013 - 01:20 PM

Anyone else notice this patch did something to damage. I was in my cataphract-1x and literally died in seconds from a trebochet and a cicada. I can't even brawl, with a brawler mech.

#2 Signal27

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Posted 05 March 2013 - 01:22 PM

Are we talking about only one match here, before you decided to come here and post this?

Do us a favor and play about 5 to 10 more games and then come back here and let us know what you think.

#3 Tabrias07

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Posted 05 March 2013 - 01:22 PM

View PostMotojoe, on 05 March 2013 - 01:20 PM, said:

Anyone else notice this patch did something to damage. I was in my cataphract-1x and literally died in seconds from a trebochet and a cicada. I can't even brawl, with a brawler mech.

Read the patch notes. lasers register correctly now and they fixed one source of the "point damage disappears into the void" bugs.

#4 Inyc

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Posted 05 March 2013 - 01:23 PM

Tighter spread on the artemis LRMs. Seems to also be a somewhat tighter spread on Artemis SRMs too. In the training ground, at 270m (max range for SRM) I 2 shot light mechs with SRMs + Tag (I run 2 SRM6).

I'm guessing the state rewing also helps a good bit. So overall, damage hasn't gone up per say, but many more hits are landing now. So everyone gets to die much faster.

#5 Captain Midnight

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Posted 05 March 2013 - 01:26 PM

Weapon damage that was balanced around shots disappearing into the ethereal void more often than not is going to need to be balanced back down.

Don't put an XL engine on your Cataphract and call it a brawler.

#6 Shae Starfyre

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Posted 05 March 2013 - 01:28 PM

Real brawlers use XL Engines; anything less is cowardice!

#7 Serapth

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Posted 05 March 2013 - 01:29 PM

LRMs appear to do a LOT more damage.

Well, not that, a lot more focused damage.

A guy in my last fight said an Atlas died in two lights of 2xLRM20.

#8 Monky

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Posted 05 March 2013 - 01:32 PM

Lasers are burning holes through people. It almost feels like double what it used to be.

#9 Tabrias07

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Posted 05 March 2013 - 01:32 PM

View PostSerapth, on 05 March 2013 - 01:29 PM, said:

LRMs appear to do a LOT more damage.

Well, not that, a lot more focused damage.

A guy in my last fight said an Atlas died in two lights of 2xLRM20.

If you go into practice mode and fire ALRMs at an atlas, every one hits the CT.

#10 Comassion

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Posted 05 March 2013 - 01:32 PM

View PostMonky, on 05 March 2013 - 01:32 PM, said:

Lasers are burning holes through people. It almost feels like double what it used to be.


Just lights, or everyone in general?

#11 Voridan Atreides

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Posted 05 March 2013 - 01:33 PM

View PostSerapth, on 05 March 2013 - 01:29 PM, said:

A guy in my last fight said an Atlas died in two lights of 2xLRM20.


Thats what happens when you stand in the open.

#12 Serapth

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Posted 05 March 2013 - 01:34 PM

View PostMonky, on 05 March 2013 - 01:32 PM, said:

Lasers are burning holes through people. It almost feels like double what it used to be.



I took a look at stats after my first match...

Posted Image

This is in my dual Gauss, 3xML Ilya on Caustic ( so I wasn't shooting a lot ).

Those damage numbers dont really make sense. First off, I am not 96% accurate, especially on a weapon I spray and pray while waiting for my Gauss rifles to recharge.

Seems a bit fishy at this point.

#13 Monky

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Posted 05 March 2013 - 01:34 PM

View PostComassion, on 05 March 2013 - 01:32 PM, said:


Just lights, or everyone in general?


I was using 4x medium and 2x large in my stalker, and went through a cataphract's torso armor and turned him bright red internals in two volleys. Something else could have been up like a really stupid armor layout on his part, but man dat math...

#14 Garfuncle

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Posted 05 March 2013 - 01:34 PM

Better hit detection means XLs, especially on bigger mechs, will be more easily cored. This is a good thing. You want to load XL and a load of weapons and want to brawl, you're gonna pay for it.

#15 Iron Frost

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Posted 05 March 2013 - 01:35 PM

ooooo cant wait to try it tonight.

#16 Serapth

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Posted 05 March 2013 - 01:35 PM

View PostVoridan Atreides, on 05 March 2013 - 01:33 PM, said:


Thats what happens when you stand in the open.


That's not what used to happen though. When I ran my LRM boat of 60 missiles, it would generally take about 6 full volleys to drop an Atlas from full health. Now it's taking about a 3rd of that.

#17 Bilbo

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Posted 05 March 2013 - 01:35 PM

It's just looking at whether the beam hit another mech. Doesn't take into account time on target.

#18 Captain Midnight

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Posted 05 March 2013 - 01:36 PM

No one seems to realize that missiles are operating on a chance-to-hit system that is a function of the target mechs speed. The shots you hit on a stationary atlas in training ground are 100% hits, and missiles have VERY high damage, so obviously one or two volleys that ALL hit CT will kill him quickly.

Those same missiles will have their chance to hit adjusted so far downward on a moving target that entire volleys might miss entirely on a light mech, dealing zero damage, and perhaps only half or three quarters will hit a full steam atlas. Additionally, keeping a high transversal velocity seems to reduce missile hits but I have no idea whether that is due to latency or whether it is an intentional additional modifier for chance to hit.

#19 Monky

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Posted 05 March 2013 - 01:37 PM

here's what I have on my damage stats; check out that large laser

MEDIUM LASER 1 64 57 89.06% 00:04:01 133
LARGE LASER 1 36 31 86.11% 00:04:01 402
ANTI-MISSILE SYSTEM 1 0 0 0.00% 00:04:01 0
LRM 5 1 260 86 33.08% 00:04:01 137:01 137

Edited by Monky, 05 March 2013 - 01:37 PM.


#20 Tabrias07

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Posted 05 March 2013 - 01:37 PM

View PostSerapth, on 05 March 2013 - 01:35 PM, said:


That's not what used to happen though. When I ran my LRM boat of 60 missiles, it would generally take about 6 full volleys to drop an Atlas from full health. Now it's taking about a 3rd of that.

60*1.8= 108 dmg
That should have been stripping off his armor way faster than it was.


View PostCaptain Midnight, on 05 March 2013 - 01:36 PM, said:

No one seems to realize that missiles are operating on a chance-to-hit system that is a function of the target mechs speed. The shots you hit on a stationary atlas in training ground are 100% hits, and missiles have VERY high damage, so obviously one or two volleys that ALL hit CT will kill him quickly.

Those same missiles will have their chance to hit adjusted so far downward on a moving target that entire volleys might miss entirely on a light mech, dealing zero damage, and perhaps only half or three quarters will hit a full steam atlas. Additionally, keeping a high transversal velocity seems to reduce missile hits but I have no idea whether that is due to latency or whether it is an intentional additional modifier for chance to hit.

Missles do not have a "chance to hit" they track to a certain distance from the target, and then fly down into its last position.
An atlas without an upsized engine should barely be able to avoid LRMs through movement. starting around 90-100 kph you can dodge them almost entirely by walking 90 degrees left or right from them, depending on acceleration.

Artemis reduces the lock on time and the missile spread, while also reducing the distance missiles stop tracking at (making them much harder to dodge). Also, the new spread causes them to go entirely in the CT of a still atlas.

Edited by Tabrias07, 05 March 2013 - 01:41 PM.






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