Jump to content

Hand-Holding At Its Worse


33 replies to this topic

#1 Unbound Inferno

    Member

  • PipPipPipPipPipPipPipPip
  • 1,168 posts

Posted 02 July 2013 - 10:28 AM

Well, that's what I see.

• Critical Heat Damage System.
o Mechs reaching 120% heat will start taking damage to their center torso at (0.75 damage + (0.001 damage per tonne) + (0.001 damage per engine rating)) / 1.5 sec.
o The damage will continue until heat drops below 100%. This damage will occur both during an automatic shutdown and when overriding shutdown.
o To indicate this heat damage is being applied, a yellow siren light will turn on inside the cockpit.

My thought was: DAFAUQ?!

Pretty much as it states. The heat penalty doesn't start until you reach 120%, which is a far cry from a common place to be. It also implies the damage that override once did at 100% was pushed back. But it doesn't turn off until you return to 100%.

Well, what happened?

You know that heat thing that we're worried about... less to worry about.

The only exception that threatens to cause enough to do much about it would be the dreaded 6x PPC boat. And even then its a one-off threat, but mean penalty. Right? Yeah... since 6x PPC stalkers are going to be in danger, we'll get more 5x PPC instead that stop their override to land at about 117% or something. If that doesn't work, we know the 4x PPC can't hit that high. And we all know the really dangerous ones are the 4x PPC or the 3x PPC + Gauss that won't ever get that high.

Great job. That really did what it was intended to, right?


Seriously PGI - Overheat damage should begin where you overheat, at 100%, not this 120% crap.



On other news if you missed it; EDIT(I am wrong on this, ha!)

• Fixed an issue where LRM volleys would share the same spread pattern when firing from a weapon with a small tube count - ie. LRM15 from a 6 tube launcher. Subsequent volleys will now have a different spread.
• Fixed an issue with SRMs and closed weapon doors. SRMs would launch instantly on the client from a weapon with closed weapon doors; however, the server would properly delay the shot to simulate the weapon doors opening. This could result in missiles colliding on the local client but not register any damage. This fix will now open the doors properly before firing. Please NOTE: This issue ONLY occurred with SRMS being fired from launchers WITH CLOSED weapon doors.

Seems LRM boats on mechs that didn't have sufficient tube sizes got a nerf and Catapults got penalized if you don't know how to open your weapon doors. Cause we know alot of mechs have weapon doors. Great.

A moderate buff on LRMs to encourage boating more on larger mechs with less tubes, and a fix for some SRM timing. My bad for rush reading. :)

Edited by Unbound Inferno, 02 July 2013 - 10:49 AM.


#2 Scandinavian Jawbreaker

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,251 posts
  • Twitch: Link
  • LocationFinland

Posted 02 July 2013 - 10:32 AM

I want to see how things settle down before quick conclusions.

#3 One Medic Army

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 5,985 posts
  • LocationBay Area, California

Posted 02 July 2013 - 10:33 AM

View PostUnbound Inferno, on 02 July 2013 - 10:28 AM, said:

Seems LRM boats on mechs that didn't have sufficient tube sizes got a nerf and Catapults got penalized if you don't know how to open your weapon doors. Cause we know alot of mechs have weapon doors. Great.

Psst, both of those bugfixes are actually buffs.
Smaller tube count=smaller volley=tighter grouping.
Removed bug with SRMs and bay doors which would cause damage to not register.

Oh, and they didn't say anything about removing the damage from override.
Not to mention it's hard to gauge your shots to land at 119% or w/e, you'd need to calculate your heat from firing and heat capacity before game, and then keep in mid what % you can fire at while in the middle of combat. At the very least it's added another thing that the PPC user can screw up at.

I was hoping for some nerfs to heat on the PPCs themselves, or velocity, or even the heat boating penalties, but in the mean time I'll settle for anything that makes it harder to pilot a PPC boat.

#4 Sintaichi

    Member

  • PipPipPip
  • Legendary Founder
  • Legendary Founder
  • 81 posts
  • LocationGlendale, CA

Posted 02 July 2013 - 10:38 AM

The LRM change isn't a nerf at all. It just means that in 3 volleys of 6, all the missiles were hitting the same spot their counterparts were.

The SRM change is a buff and actually makes it so you can see when you deal damage.

While I agree with your point about heat, please don't go off half-cocked. The rest of your points make you look like you're just trying to find stuff to whine about rather than having a real problem.

EDIT: Ninja One Medic Army.

Edited by Original Luke, 02 July 2013 - 10:38 AM.


#5 MourningZero

    Member

  • PipPipPip
  • Ace Of Spades
  • 80 posts

Posted 02 July 2013 - 10:41 AM

Impact is negligible for PPC boats. Tested in 6x ERPPC stalker. Spent 18 seconds shutdown on second consecutive volley and started back up with a yellow internal CT. The formula that was provided indicates that it would take 72 seconds at >120% heat to cause a Stalker with a 280 engine to kill itself by overheating.

#6 Scandinavian Jawbreaker

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,251 posts
  • Twitch: Link
  • LocationFinland

Posted 02 July 2013 - 10:45 AM

View PostMourningZero, on 02 July 2013 - 10:41 AM, said:

Impact is negligible for PPC boats. Tested in 6x ERPPC stalker. Spent 18 seconds shutdown on second consecutive volley and started back up with a yellow internal CT. The formula that was provided indicates that it would take 72 seconds at >120% heat to cause a Stalker with a 280 engine to kill itself by overheating.

Well... That's what the jump snipers said about the jump nerf before they started playing more. The actual impact on gameplay can be alot more than "72 seconds to suicide".

Look, I undestand that the thing seems like it's not that much of big deal. But for crying out loud play some more before jumping to quick conlcusions!

#7 One Medic Army

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 5,985 posts
  • LocationBay Area, California

Posted 02 July 2013 - 10:45 AM

View PostMourningZero, on 02 July 2013 - 10:41 AM, said:

Impact is negligible for PPC boats. Tested in 6x ERPPC stalker. Spent 18 seconds shutdown on second consecutive volley and started back up with a yellow internal CT. The formula that was provided indicates that it would take 72 seconds at >120% heat to cause a Stalker with a 280 engine to kill itself by overheating.

Yeah, that was my theory as well from the numbers, you're only taking ~1.1 dmg/sec with a stalker using a 280 engine.
It's a really low amount. Are they starting low and working up as people get used to the mechanic?

Bonus points to PGI if they change it crom CT damage to Cockpit damage :)

#8 Unbound Inferno

    Member

  • PipPipPipPipPipPipPipPip
  • 1,168 posts

Posted 02 July 2013 - 10:46 AM

View PostOne Medic Army, on 02 July 2013 - 10:33 AM, said:

Psst, both of those bugfixes are actually buffs.
Smaller tube count=smaller volley=tighter grouping.
Removed bug with SRMs and bay doors which would cause damage to not register.

Oh, and they didn't say anything about removing the damage from override.
Not to mention it's hard to gauge your shots to land at 119% or w/e, you'd need to calculate your heat from firing and heat capacity before game, and then keep in mid what % you can fire at while in the middle of combat. At the very least it's added another thing that the PPC user can screw up at.

I was hoping for some nerfs to heat on the PPCs themselves, or velocity, or even the heat boating penalties, but in the mean time I'll settle for anything that makes it harder to pilot a PPC boat.

View PostOriginal Luke, on 02 July 2013 - 10:38 AM, said:

The LRM change isn't a nerf at all. It just means that in 3 volleys of 6, all the missiles were hitting the same spot their counterparts were.

The SRM change is a buff and actually makes it so you can see when you deal damage.

While I agree with your point about heat, please don't go off half-cocked. The rest of your points make you look like you're just trying to find stuff to whine about rather than having a real problem.

EDIT: Ninja One Medic Army.

HAHAHA! I like being wrong on something once in a while! My mistake on the LRM/SRM part then.

#9 Ragnar Darkmane

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 459 posts
  • LocationLuthien

Posted 02 July 2013 - 10:47 AM

View PostMourningZero, on 02 July 2013 - 10:41 AM, said:

Impact is negligible for PPC boats. Tested in 6x ERPPC stalker. Spent 18 seconds shutdown on second consecutive volley and started back up with a yellow internal CT. The formula that was provided indicates that it would take 72 seconds at >120% heat to cause a Stalker with a 280 engine to kill itself by overheating.

That might be enough to kill you when you are already damaged. Let's see how it turns out after some days of testing.

#10 MourningZero

    Member

  • PipPipPip
  • Ace Of Spades
  • 80 posts

Posted 02 July 2013 - 10:52 AM

View PostRagnar Darkmane, on 02 July 2013 - 10:47 AM, said:

That might be enough to kill you when you are already damaged. Let's see how it turns out after some days of testing.

The results seem pretty clear to me, but we have no choice but to wait at least 2 weeks to see how it turns out of course.

#11 Michido

    Member

  • Pip
  • 19 posts

Posted 02 July 2013 - 11:03 AM

Wait, did they add the boating heat penalties on this patch? If not, then i'd imagine that hitting 120% with a 6 ppc stalker will be much easier after they add that in.

#12 MaddMaxx

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,911 posts
  • LocationNova Scotia, Canada

Posted 02 July 2013 - 11:10 AM

Quote

"Spent 18 seconds shutdown on second consecutive volley"


Keep testing because if you get caught by the enemy, even a lone Mech, at the start of an 18 sec shut down, the least of your worries will be that Yellow CT issue when you do not make it back up alive. LOL! :)

#13 Unbound Inferno

    Member

  • PipPipPipPipPipPipPipPip
  • 1,168 posts

Posted 02 July 2013 - 11:12 AM

View PostMichido, on 02 July 2013 - 11:03 AM, said:

Wait, did they add the boating heat penalties on this patch? If not, then i'd imagine that hitting 120% with a 6 ppc stalker will be much easier after they add that in.

It was supposed to be 150% - they dropped it down some.

And no, its not that easy. a 6x PPC stalker usually has enough DHS that it gives them a healthy buffer. They'd need to alpha with their heat right near 100% to top it.

#14 Tezcatli

    Member

  • PipPipPipPipPipPipPipPip
  • The Bludgeon
  • The Bludgeon
  • 1,494 posts

Posted 02 July 2013 - 11:17 AM

But wait. Have they added the heat penalty for having multiple weapons yet?. So wouldn't that make this new heat penalty possibly more prevalent?

#15 soarra

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • 1,312 posts
  • Locationny

Posted 02 July 2013 - 11:18 AM

View PostTezcatli, on 02 July 2013 - 11:17 AM, said:

But wait. Have they added the heat penalty for having multiple weapons yet?. So wouldn't that make this new heat penalty possibly more prevalent?

no

#16 Agent 0 Fortune

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 3,403 posts

Posted 02 July 2013 - 11:21 AM

View PostUnbound Inferno, on 02 July 2013 - 10:28 AM, said:

The only exception that threatens to cause enough to do much about it would be the dreaded 6x PPC boat. And even then its a one-off threat, but mean penalty. Right? Yeah... since 6x PPC stalkers are going to be in danger, we'll get more 5x PPC instead that stop their override to land at about 117% or something. If that doesn't work, we know the 4x PPC can't hit that high. And we all know the really dangerous ones are the 4x PPC or the 3x PPC + Gauss that won't ever get that high.


If that is the case then this patch is working as intended, by reducing the number of PPCs in and alpha strike.

The one thing I am curious about is the + damage = .001 x tonage , why even add it. it ammounts to .025 to .1 damage per 1.5 seconds, seems like a waste of CPU cycles and network packets to even include it.

#17 Unbound Inferno

    Member

  • PipPipPipPipPipPipPipPip
  • 1,168 posts

Posted 02 July 2013 - 11:21 AM

View PostTezcatli, on 02 July 2013 - 11:17 AM, said:

But wait. Have they added the heat penalty for having multiple weapons yet?. So wouldn't that make this new heat penalty possibly more prevalent?

No its not in, and if any luck holds they never will do that.

IF however they returned PPC heat to 10 and ERPPC heat to 15 this kind of solution would do wonders.

#18 Dayuhan

    Member

  • PipPipPipPipPipPip
  • The Altruist
  • The Altruist
  • 385 posts
  • LocationCarse

Posted 02 July 2013 - 11:22 AM

View PostMourningZero, on 02 July 2013 - 10:41 AM, said:

Impact is negligible for PPC boats. Tested in 6x ERPPC stalker. Spent 18 seconds shutdown on second consecutive volley and started back up with a yellow internal CT. The formula that was provided indicates that it would take 72 seconds at >120% heat to cause a Stalker with a 280 engine to kill itself by overheating.


This has the potential to become a very dangerous change for high-heat 'mechs once PGI begins to implement internal critical component hits. A 6-PPC Stalker could end up critically damaging its own engine or gyro as the heat damage builds.

#19 Crockdaddy

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,684 posts
  • Twitch: Link
  • LocationSaint Louis

Posted 02 July 2013 - 11:22 AM

View PostMourningZero, on 02 July 2013 - 10:41 AM, said:

Impact is negligible for PPC boats. Tested in 6x ERPPC stalker. Spent 18 seconds shutdown on second consecutive volley and started back up with a yellow internal CT. The formula that was provided indicates that it would take 72 seconds at >120% heat to cause a Stalker with a 280 engine to kill itself by overheating.



Ugh, not sure if you realize this or NOT but you are getting shot at as well. It isn't supposed to utterly kill you, just make it hazardous to your health to boat with it. Besides, True PPC boats are going to fly over this threshold often if they ignore it.

#20 Jabilo

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,047 posts

Posted 02 July 2013 - 11:22 AM

View PostIV Amen, on 02 July 2013 - 10:32 AM, said:

I want to see how things settle down before quick conclusions.


Um, is that allowed?





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users