Tomorrows Heat Nerf A Huge Buff
#1
Posted 15 July 2013 - 09:34 PM
I highly hope that Piranha will allow players to set the chainfire delay in options. Meanwhile, I'm going to enjoy the buff.
I'm hoping that they actually thought about the firing delay and will be adding it in but its not listed in the command chair post.
#2
Posted 15 July 2013 - 09:38 PM
And yes, people with brains will still have an advantage. That trend will likely continue.
#3
Posted 15 July 2013 - 09:39 PM
Edited by Colonel Pada Vinson, 15 July 2013 - 09:40 PM.
#4
Posted 15 July 2013 - 09:41 PM
xenoglyph, on 15 July 2013 - 09:38 PM, said:
And yes, people with brains will still have an advantage. That trend will likely continue.
Am I missing something on that? For my direct fire, I'm using a .05 delay, and I have a slightly faster chain fire than the default at .20 delay. Just saying a .5 delay would spread your fire. When I'm in overheat, I generally use the default overheat delay.
#5
Posted 15 July 2013 - 09:42 PM
#6
Posted 15 July 2013 - 09:44 PM
Colonel Pada Vinson, on 15 July 2013 - 09:39 PM, said:
Even using weapon groups, the chain fire delay for large lasers is 1 second. so it would take you 3 seconds to fire 6 large lasers OR .25 seconds to fire 5 large lasers.
One Medic Army, on 15 July 2013 - 09:42 PM, said:
I didn't see that listed in the command chair post?
#7
Posted 15 July 2013 - 09:44 PM
Edited by Tennex, 15 July 2013 - 09:45 PM.
#8
Posted 15 July 2013 - 09:47 PM
#9
Posted 15 July 2013 - 09:48 PM
Colonel Pada Vinson, on 15 July 2013 - 09:39 PM, said:
Exactly. Set up your quad PPC Stalker to fire in pairs then stagger the fire between those pairs and you have exactly zero more heat than you do right now. Actually you have a bit less heat because stagger fire already helps the mech run cooler. I do this even in my Dual PPC/ER PPC builds to be honest because it is about the only way to keep them cool enough for sustained fire.
#10
Posted 15 July 2013 - 09:48 PM
500ms probably translates to ~625ms or so for a reliable macro that won't screw you over sometimes?
#11
Posted 15 July 2013 - 09:50 PM
#12
Posted 15 July 2013 - 09:51 PM
Someone will qq, and I'm pretty sure PGI will be doing that in their next 8-mans.
Edited by Deathlike, 15 July 2013 - 09:52 PM.
#13
Posted 15 July 2013 - 09:52 PM
#14
Posted 15 July 2013 - 09:53 PM
I haven't had this much sucess in a Catapult since LRMPOCOLYPSE.
#15
Posted 15 July 2013 - 10:02 PM
Here's how you do it, 2 2xPPC groups, both of them set to chainfire.
Hit both buttons, you get 2 shots, then 2 more shots 0.5seconds later (server side authorized) which will prevent all extra heat with no macro needed.
Edited by One Medic Army, 15 July 2013 - 10:03 PM.
#16
Posted 15 July 2013 - 10:02 PM
Unbound Inferno, on 15 July 2013 - 09:53 PM, said:
I haven't had this much sucess in a Catapult since LRMPOCOLYPSE.
Can you explain this LRM5 thing to me?
How is it not totally inferior to this
http://mwo.smurfy-ne...052bd3ab0c34b89
recycle rate?
Edited by AntiCitizenJuan, 15 July 2013 - 10:03 PM.
#17
Posted 15 July 2013 - 10:11 PM
AntiCitizenJuan, on 15 July 2013 - 10:02 PM, said:
Can you explain this LRM5 thing to me?
How is it not totally inferior to this
http://mwo.smurfy-ne...052bd3ab0c34b89
recycle rate?
6x LRM5 = LRM30, in theory.
In fact the LRM5 missile spread is extremely tight. CT cores the crap outta targets that face me.
That build you showed is alot like one I used to have. Bigger engine and less ammo tho = I had XL265 with 200 SSRM and I think 900 LRM and Artemis. That's a big one, faster locks will save your life.
The LRM 15 missile spread means only about the core of it (that LRM5, or about 8-12 missiles of the 30 you launched) hits the CT which will kill mechs faster. I am launching in a damage rate at least 2x you. If not higher (In theory, I land about 18-24 missiles reliably on an assault's CT). Mech size determines the sucess of course, as a medium gets more on the sides where a large assault has a bigger CT to hit.
Its a major flaw in the design mechanic of the missile spread and tracking as instead of rewarding larger launchers the smaller does better on a comparable size.
If you want, read my link in the sig for how I'd balance LRMs.
Edited by Unbound Inferno, 15 July 2013 - 10:14 PM.
#18
Posted 15 July 2013 - 10:16 PM
AntiCitizenJuan, on 15 July 2013 - 10:02 PM, said:
Can you explain this LRM5 thing to me?
How is it not totally inferior to this
http://mwo.smurfy-ne...052bd3ab0c34b89
recycle rate?
3 LRM 5 have a faster cycle time and weigh one ton less. The A1 with all LRM 5's effectively does more then an LRM 20 Cat with 2 tons more ammo.
Viktor Drake, on 15 July 2013 - 09:48 PM, said:
Exactly. Set up your quad PPC Stalker to fire in pairs then stagger the fire between those pairs and you have exactly zero more heat than you do right now. Actually you have a bit less heat because stagger fire already helps the mech run cooler. I do this even in my Dual PPC/ER PPC builds to be honest because it is about the only way to keep them cool enough for sustained fire.
Sustained fire... PPCs... hmm.
Have you heard about the AC/2? Blistering damage from outside of effective PPC range? Dealing 60% more damage every second at very comparable weights?
I fear you may have been duped out of using the right tool for the job.
#19
Posted 15 July 2013 - 10:18 PM
#20
Posted 15 July 2013 - 10:31 PM
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