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Alpha Striking Heat Penalties Inbound July 16Th


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#21 Lugh

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Posted 11 July 2013 - 11:24 AM

View PostFupDup, on 11 July 2013 - 11:21 AM, said:

Jagerbombs are more versatile than Splatapults anyways due to longer range. I'd actually enjoy watching a duel between a post-buff Splatcat versus a current Jagerbomb (without the heat nerf).

Got to see this plenty pre nerf. Jagerbombs win 9 in 10 if Hit detection is working properly. 7 in 10 if it isn't

#22 Corvus Antaka

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Posted 11 July 2013 - 11:24 AM

The average person who holds down a job couldnt even touch the code that goes into making something happen. linking ER/normal versions or gauss/ppc to each other no doubt needs extra coding.

1. it is STILL beta.

2. PGI is no doubt aware of it.

3. be patient, [REDACTED]

Edited by Destined, 12 July 2013 - 11:58 AM.
insults


#23 3rdworld

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Posted 11 July 2013 - 11:25 AM

View PostColonel Pada Vinson, on 11 July 2013 - 11:24 AM, said:

The average person who holds down a job couldnt even touch the code that goes into making something happen. linking ER/normal versions or gauss/ppc to each other no doubt needs extra coding.

1. it is STILL beta.

2. PGI is no doubt aware of it.

3. be patient, [REDACTED]


The average PGI developer couldn't touch the code either.

Edited by Destined, 12 July 2013 - 11:59 AM.
Quote Clean Up


#24 PEEFsmash

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Posted 11 July 2013 - 11:26 AM

Firing 6 MLs DOES incurr extra heat penalty on Test Server. I might have been wrong about it happening at 4. Here is proof that shooting 6MLs, (not OVER 6, but exactly 6) incurs extra heat.

Test Server Cold Map: 39% http://www.twitch.tv...smash/c/2560918

Normal Server Neutral Heat Map same build: 31% http://www.twitch.tv...smash/c/2560957

Edited by PEEFsmash, 11 July 2013 - 11:35 AM.


#25 FupDup

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Posted 11 July 2013 - 11:27 AM

View PostColonel Pada Vinson, on 11 July 2013 - 11:24 AM, said:

1. it is STILL beta.

You aren't going to be able to say that much longer.

#26 Blackfoot

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Posted 11 July 2013 - 11:27 AM

PGI's solutions to balancing go like this:

"Hey guys, lets make things unnecessarily complicated when simple solutions (like just increasing PPC heat somewhat) can deal with balance problems."

"Yeah, lets make BAP counter ECM 6 or 7 months after they have all been screaming for it to keep them on their toes, you know, stuff like that."

"Yeah, lets **** off the hardcore fans and implement 3rd person so we can get some COD brats in here"

"Let's balance the same couple of weapon systems even though LBX and such have been completely broken for months, who cares if they are all implemented before balancing them?".

etc. etc.

Edited by Blackfoot, 11 July 2013 - 11:30 AM.


#27 Ralgas

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Posted 11 July 2013 - 11:28 AM

View Postlartfor, on 11 July 2013 - 11:18 AM, said:

Oh nice, Large lasers were nerfed. I remember lots of people complaining about those....


preempting what would happen after the ppc nerf, if they went too far all you would see is 5Llas/erllas stakers doing the same thing.

As i put in a post, if they were going this route they should have tiered the base no of no penalty weps by individual damage and used the lowest in any group fired.

Explaining it to newbs is then as simple as "This weapon can be group fired with X others before heat penalty applies" generic line in all weapon descriptions

Edited by Ralgas, 11 July 2013 - 11:31 AM.


#28 AntiCitizenJuan

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Posted 11 July 2013 - 11:29 AM

Wow. They went from Full Hodor to not bad in less than a day.

This aint that bad.

Now all they gotta do is make the AWS the only mech capable of using 3 PPCs without the penalty.

AWS magically becomes viable

#29 Corvus Antaka

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Posted 11 July 2013 - 11:30 AM

View Post3rdworld, on 11 July 2013 - 11:25 AM, said:


The average PGI developer couldn't touch the code either.


Why dont you go code the game better then?

#30 Oderint dum Metuant

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Posted 11 July 2013 - 11:31 AM

View PostAntiCitizenJuan, on 11 July 2013 - 11:29 AM, said:

Wow. They went from Full Hodor to not bad in less than a day.

This aint that bad.

Now all they gotta do is make the AWS the only mech capable of using 3 PPCs without the penalty.

AWS magically becomes viable


Heat contraption, fixes it's size and terrible hitboxes?

#31 GingerBang

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Posted 11 July 2013 - 11:31 AM

Because an Awesome firing 3 PPC's, holding over 30 heat sinks, should DEFINITELY have the exact same heat penalties has a hunchback firing 3 PPC's. That makes sense right?


So sick of PGI not putting any effort into this game and just doing "blanket" fixes. I bet this is how the conversation about Mech movement, Jump Jets, and missile nerfs all went.

"Hey guys, i have this half-baked idea to stop these 2 mechs from destroying everything!"
"Sure, how many other mechs will it completely break?"
"About 10"
"As long as you don't say 'all' it's good enough for me! Ship it!"

Edited by GingerBang, 11 July 2013 - 11:35 AM.


#32 3rdworld

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Posted 11 July 2013 - 11:32 AM

View PostPEEFsmash, on 11 July 2013 - 11:26 AM, said:

Firing 6 MLs DOES incurr extra heat penalty on Test Server. I might have been wrong about it happening at 4. Here is proof that shooting 6MLs, (not OVER 6, but exactly 6) incurs extra heat.

Test Server: http://www.twitch.tv...smash/c/2560918

Normal Server same build: http://www.twitch.tv...smash/c/2560957


hrmm 39% on a cold map vs 31% on a neutral map?

#33 PEEFsmash

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Posted 11 July 2013 - 11:34 AM

View Post3rdworld, on 11 July 2013 - 11:32 AM, said:


hrmm 39% on a cold map vs 31% on a neutral map?


Yep, 39% on cold map in Test Server, 31% in neutral map on Normal Server.

#34 Roland

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Posted 11 July 2013 - 11:34 AM

View PostPEEFsmash, on 11 July 2013 - 11:26 AM, said:

Firing 6 MLs DOES incurr extra heat penalty on Test Server. I might have been wrong about it happening at 4. Here is proof that shooting 6MLs, (not OVER 6, but exactly 6) incurs extra heat.

Test Server: http://www.twitch.tv...smash/c/2560918

Normal Server same build: http://www.twitch.tv...smash/c/2560957

OH SNAP

#35 Corvus Antaka

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Posted 11 July 2013 - 11:34 AM

View PostGingerBang, on 11 July 2013 - 11:31 AM, said:

Because an Awesome firing 3 PPC's, holding over 30 heat sinks, should DEFINITELY have the exact same heat penalties has a hunchback firing 3 PPC's. That makes sense right?


So sick of PGI not putting any effort into this game and just doing "blanket" fixes.

"Hey guys, i have this half-baked idea to stop these 2 mechs from destroying everything!"
"Sure, how many other mechs will it completely break?"
"About 10"
"As long as you don't say 'all' it's good enough for me! Ship it!"


no where does it say the aweomse must alpha strike those 3 ppc over and over and not take a heat penalty. fire 2, then 1.

you guys are crying before even trying.

#36 Acid Phase

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Posted 11 July 2013 - 11:34 AM

View PostAntiCitizenJuan, on 11 July 2013 - 11:29 AM, said:

Wow. They went from Full Hodor to not bad in less than a day.

This aint that bad.

Now all they gotta do is make the AWS the only mech capable of using 3 PPCs without the penalty.

AWS magically becomes viable


I think the AWS should do just fine without group firing all 3.

Actually the next thing they should be working on is not having increased thresholds to heat sinks. Just have them dissipate heat as it should have been done ages ago.

#37 Felbombling

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Posted 11 July 2013 - 11:35 AM

I tend to agree... stock designs should get some bonus for remaining in that state... or very close to it. I'm looking at you, stock Awesome. I just don't see this heat penalty working out too well, because players will just stack direct fire weapons of different types to get the same effect. I can see the Stalker going with 2x ER PPC/PPC, 2x ER Large Laser and 2x Large Pulse Lasers, then just shifting the weapon package based on range. Still will be a high alpha in the sweet spot, and that configuration looks even better for a Clan Mech when the range on the Pulse Laser jumps more than 50%. I want to give them an 'A' for effort, but they continue to miss the core game mechanics that are causing boating in the first place.

#38 Roland

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Posted 11 July 2013 - 11:36 AM

Peef, can you do the exact same test with the regular server, showing the progression in heat as you fire progressively more lasers?

I'd be interested to see the whole progression curve.

#39 Corvus Antaka

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Posted 11 July 2013 - 11:36 AM

View Post3rdworld, on 11 July 2013 - 11:32 AM, said:


hrmm 39% on a cold map vs 31% on a neutral map?


yeah. no where near a heat penalty. and a bad scientific test too.

#40 3rdworld

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Posted 11 July 2013 - 11:37 AM

View PostRoland, on 11 July 2013 - 11:36 AM, said:

Peef, can you do the exact same test with the regular server, showing the progression in heat as you fire progressively more lasers?

I'd be interested to see the whole progression curve.


+1





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