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Interesting Things You Learn In The Testing Grounds


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#81 MustrumRidcully

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Posted 06 March 2013 - 11:08 PM

View PostZyllos, on 06 March 2013 - 02:34 PM, said:


Just an FYI:

When firing a flamer, they increase the "environment" temperature. Think as if you were in Forest Colony, but when firing a few flamers, you are now playing in Cauldar.

As flamers are fired, they slowly build heat production. I am not sure the number but I would venture to guess that it is like -0.2 dissipation per second ^ 2. Thus, if you fired 2 flamers for 1s, it would produce 0.4 heat. And if you have 1.0 dissipation (10 SHS), you would never see your heat increase beyond the environment base heat. If you fired 5 flamers for 5s, this would produce 1.0 + 2.0 + 3.0 + 4.0 + 5.0 = 15 heat. Thus, if your dissipation was 1.0 (10 SHS), it would have produced 10 total heat on your mech.

So, flamers have two ways they add heat. First is the initial increase of environment heat (the immediate jump) and second is the slow acceleration of heat as they are fired.

So it screws over the user as well as the target, while dealing minimal damage. I knew Flamers were bad, but not the extent of it. Testing Grounds are great.

#82 Sifright

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Posted 06 March 2013 - 11:31 PM

View PostMustrumRidcully, on 06 March 2013 - 11:08 PM, said:

So it screws over the user as well as the target, while dealing minimal damage. I knew Flamers were bad, but not the extent of it. Testing Grounds are great.



I did!

but yea Flamers mgs and lbx-10s.... so bad. :|

#83 GalaxyBluestar

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Posted 06 March 2013 - 11:35 PM

just a reminder for those testing damge values that the targets are stock so they have stock armour placing and thus you'll more than likely meet heavier armoured gear in the field. "i can 1 shot an awesome" may not be so true :wacko:

#84 armyof1

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Posted 06 March 2013 - 11:46 PM

View PostMr 144, on 06 March 2013 - 09:39 AM, said:

Test all ya want...
Cat's Ear = 40 armor + 20 internal = 60 to de-ear

Just sayin :wacko:

Mr 144


Someone must have sold me crap medium lasers, it take almost the full 7 shots with 2 ML to de-ear an A1 that has 40 armor stock.

Edited by armyof1, 06 March 2013 - 11:47 PM.


#85 MustrumRidcully

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Posted 06 March 2013 - 11:47 PM

View Postarmyof1, on 06 March 2013 - 11:46 PM, said:


Someone must have sold me crap medium lasers, it take almost the full 7 shots with 2 ML to de-ear an A1 that has 40 armor stock.

Don't forget, if the flaps are closed, it has 10 % damage reduction!

#86 armyof1

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Posted 06 March 2013 - 11:53 PM

View PostMustrumRidcully, on 06 March 2013 - 11:47 PM, said:

Don't forget, if the flaps are closed, it has 10 % damage reduction!


Ah good point, that explains it actually!

#87 Lyrik

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Posted 07 March 2013 - 12:01 AM

Yeah, seems like for de-earing an A1 all you need is another A1 :-P Or a 6 PPC Stalker ;-)

#88 Mr 144

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Posted 07 March 2013 - 02:04 AM

View PostMustrumRidcully, on 06 March 2013 - 11:47 PM, said:

Don't forget, if the flaps are closed, it has 10 % damage reduction!


That's not how it works....10% damage reduction only applies to the internal components, i.e. the missile launchers themselves, which in turn is only effected by critical hits. No extra protection to armor or normal internal health is gained from missile bay doors.

Mr 144

#89 Diablobo

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Posted 07 March 2013 - 02:33 AM

View PostNorris J Packard, on 05 March 2013 - 04:54 PM, said:


Actually, if I had to guess, this is merely a bug in Training Grounds since the server isn't confirming the hit location.

Just like how ammo explosions don't happen in the Training Grounds.


If I had to guess, the Training Grounds are the exact same as the online games, except the target mechs don't have users(pilots) controlling them. Other than that, they are the exact same. What makes more sense? For PGI to write thousands of lines of code for a new game mode, or just use the same game minus extra pilots?

As for the ammo explosions, I had a dummy Atlas blow up about a second and a half AFTER I fired on him. If that's not an ammo explosion, I don't know what is.

#90 Kristov Kerensky

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Posted 07 March 2013 - 02:42 AM

View PostKhobai, on 05 March 2013 - 11:33 PM, said:

Something I learned in testing ground:
It takes approximately 48 AC/20 shots to kill an Atlas by repeatedly shooting it in the leg. That's 960 damage. So obviously damage transfer doesn't work right. It should only take 368 damage to kill a stock Atlas by shooting it in the leg. So only about 40% of the damage transfers properly while the rest of the damage completely vanishes.


Actually, there's a dev post concerning this very issue, it's a bug with legs and how they are put together,
http://mwomercs.com/...4-known-issues/

#91 Mr 144

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Posted 07 March 2013 - 02:55 AM

View Postarmyof1, on 06 March 2013 - 11:46 PM, said:

Someone must have sold me crap medium lasers, it take almost the full 7 shots with 2 ML to de-ear an A1 that has 40 armor stock.


You are correct.

View PostMustrumRidcully, on 06 March 2013 - 11:47 PM, said:

Don't forget, if the flaps are closed, it has 10 % damage reduction!


You may be correct now.

View PostMr 144, on 07 March 2013 - 02:04 AM, said:

That's not how it works....10% damage reduction only applies to the internal components, i.e. the missile launchers themselves, which in turn is only effected by critical hits. No extra protection to armor or normal internal health is gained from missile bay doors.


^^^ This use to be true. In fact there was a lengthy Developer post explaining exactly this, with a specific example based off an AC/10 doing 9 damage to the LRM launcher mounted inside of a Cat's ear on a single critical hit....That thread is gone. I can find Dev quotes saying that it does NOT provide any additional armor value, but a damage reduction to the components. This sounds like semantics. The ear armor will not pop at 40 damage (vs stock 40 armor) with the doors closed. At one time, this was specifically said NOT to happen, and I tested at the time, and 60 damage did in fact completely De-ear a Cat....doors opened or closed...and this was not too long ago either (maybe 4 weeks).

Something has changed....I'm not quite sure what yet ;) ???

Mr 144

#92 Lykaon

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Posted 07 March 2013 - 03:26 AM

View PostKrazy Kat, on 05 March 2013 - 05:47 PM, said:

I'm learning where those head hitboxes are.
And I'm testing how good artemis really works on SRM6's (works better than I thought)


I have discovered that SRMs are better than I thought.

First off I discovered this quirk with streak missiles first and SRM do share this characteristic.

So there I was shooting a Streak2 at a commando trying to test how random the hit locations are with streaks.I was expecting to find that Streaks are biased towards striking torso locations.But what else I discovered was interesting.

2 Streak missiles hit the commando and the damage is then displayed on my target status image.

Right torso and Center torso are hit directly and both locations go orange on the target condition display also the head,left torso,right arm and right leg were damaged going from undamaged to yellow.So 2 missiles caused damage to 6 seperate locations.

Streaks and SRMs cause significant splash damage beyond the documented 2.5 damage per missile.

Go test it yourself and you will see that splattercats are far more amazing damage dealers than we thought.

#93 Zyllos

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Posted 07 March 2013 - 06:16 AM

As far as I can tell, Flamers only add the environment heat to the target your hitting.

Honestly, if Flames did the exact same thing to your target as it did to yourself, they would be 100% balanced. And here is why:

As Flamers are hitting a target, they increase heat. But if you miss with a Flamer, that increase in heat (which is an acceleration) will start all over again while that acceleration of heat will still continue on yourself.

#94 Xenois Shalashaska

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Posted 07 March 2013 - 06:29 AM

View PostNorris J Packard, on 05 March 2013 - 04:54 PM, said:


Actually, if I had to guess, this is merely a bug in Training Grounds since the server isn't confirming the hit location.

Just like how ammo explosions don't happen in the Training Grounds.


Ammo explosion do happen on the atlas if you shoot the left torso with gauss





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