July 16Th Patch Day - Servers Are LIVE
#101
Posted 16 July 2013 - 10:00 AM
They should be set to min 3, but I think it should be 4, so the RS isn't gimped.
#102
Posted 16 July 2013 - 10:00 AM
Quote
Heat scale has been added to certain weapon systems. This is a heat penalty applied to weapons that are fired in an Alpha Strike manner. The following chart shows the MAXIMUM number of that weapon type that you can fire at the same time with no heat penalty.
This bit here.
The only way I can make sense of it is that the Multiplier is apply to each weapon when alpha beyond threshold.
4 PPCs = 4*7 = 28 extra heat + 32 normal heat = 60 heat total
4 ERPPC = 4*4.5 = 18 extra heat + 44 normal heat = 62 heat total
4 LL = 4*2.8 = 11.2 extra heat + 28 normal heat = 39.2 heat total
9ML = 9*1 = 9 extra heat + 36 normal heat = 45 heat total
#104
Posted 16 July 2013 - 10:01 AM
hammerreborn, on 16 July 2013 - 10:00 AM, said:
The ac/2 is to fire faster than chain fire while making sure by the 6th the first is cooled down, but this isn't the case
Because backspace makes you fire one weapon at a time. A macro will make it easier to fire two groups of 2 PPCs each (chain fire makes it into 4 individual shots) and sidestep the penalty.
#105
Posted 16 July 2013 - 10:01 AM
hammerreborn, on 16 July 2013 - 10:00 AM, said:
The ac/2 is to fire faster than chain fire while making sure by the 6th the first is cooled down, but this isn't the case
i dunno maybe because you want to fire 2 weapons in 0.5 intervals. instead of just 1 weapon.
#106
Posted 16 July 2013 - 10:01 AM
Unbound Inferno, on 16 July 2013 - 09:55 AM, said:
If I got to point it out the comparable damage output of the SSRM is likely going to be too low.
At the very least SSRM should be the same as SRM damage to 2.0 with that streak pathing.
No more crutch, for joo!
#107
Posted 16 July 2013 - 10:01 AM
Thontor, on 16 July 2013 - 09:51 AM, said:
So your on the internal test team ?
#108
Posted 16 July 2013 - 10:02 AM
Ragnar Darkmane, on 16 July 2013 - 09:46 AM, said:
It will have to be subjected to the same restrictions.
The King Crab isn't the only dual AC-20 mech from lore. Hunchback IIC comes to mind.
#109
Posted 16 July 2013 - 10:02 AM
InRev, on 16 July 2013 - 09:54 AM, said:
it's a simple multiplication: Multiplier * Heat penalty
the multiplier is the number of extra weapons being fired (e.g with 3 PPCs you have 1 extra PPC, so multiplier = 1)
Heat penalty varies per weapon (e.g heat penalty for PPCs is 7)
firing 3 PPCs will generate 3 * 8 + (1 * 7 <- heat penalty) heat
Edited by Urdnot Mau, 16 July 2013 - 10:10 AM.
#110
Posted 16 July 2013 - 10:02 AM
xZaOx, on 16 July 2013 - 10:00 AM, said:
They should be set to min 3, but I think it should be 4, so the RS isn't gimped.
They had to finally bring down the hammer on my 3LL 3MG Marmaset. It was way OP
#113
Posted 16 July 2013 - 10:04 AM
#115
Posted 16 July 2013 - 10:05 AM
FupDup, on 16 July 2013 - 09:58 AM, said:
How do you write this when also writing?
Quote
And guess what, after the 30th you can do that either!
How people say heat scale doesn't change the meta while saying people will switch to a 2 ppc guass vs 3 ppc guass or 4-6 ppcs boggles my mind.
#117
Posted 16 July 2013 - 10:05 AM
It was EXACTLY the same as when I played Turok: Dinosaur Hunter on the N64 with Disco Mode on - with moving lights in the background and a static HUD, your body gets very confused. The Motion sickness was not a lie (this, coming from a non-poptarter).
If the HUD shook like the environment and the reticule didn't dance independently, then there would be no motion sickness at all regardless of shake intensity, but as long as the background, HUD, and reticule have their own free motion schemes then it will continue to pose a risk of motion sickness.
Eh, at least Streaks are no longer CT-Seeking Missiles. That makes me happy. I really like the SRM temp-boost and the AC/5 chainfire fix (although I already learned how to manually adjust for the AC/5 chain delay on the 4th shot, now I don't have to worry about it ;-). And I like* the heat penalties, too. It will encourage a little more consideration before popping that last Alpha, especially if your CT is low on health. I do see how many of the penalties will be bypassed (even after the PPC/ERPPC lump on the 30th), but those bypasses will come at a cost which is a good start.
*Well, I will miss my 3PPC Swayback Alpha Sniper...
Edited by Prosperity Park, 16 July 2013 - 10:06 AM.
#118
Posted 16 July 2013 - 10:07 AM
hammerreborn, on 16 July 2013 - 10:05 AM, said:
Magic.
hammerreborn, on 16 July 2013 - 10:05 AM, said:
How people say heat scale doesn't change the meta while saying people will switch to a 2 ppc guass vs 3 ppc guass or 4-6 ppcs boggles my mind.
The meta is long-range alpha-striking. All this does is modify the builds used for long-range alpha striking.
Ham, you're not thinking in terms of problems. You're thinking in terms of symptoms. The underlying problem is that alpha-striking and long range are both too effective. The symptom of this is that PPCs were mass-boated because they took advantage of both imbalances more effectively than anything else. This patch has not solved the problem, it merely removes the symptom and replaces it with another.
Edited by FupDup, 16 July 2013 - 10:12 AM.
#119
Posted 16 July 2013 - 10:07 AM
Urdnot Mau, on 16 July 2013 - 09:48 AM, said:
oh god ! ...
the multiplier is the number of extra weapons being fired.... firing 3 PPCs you will have a multiplier of 1 and you will generate 1 * 7 extra heat
My point here is... WTF HELLO!!! WHERE IS IT BLOODY WELL EXPLAINED! YOU KNOW IN DETAIL BY PGI!
Paul said that firing lots of weapons would cause heat to grow exponentially, what you describe is linear. He also said firing one extra wouldn't be that bad a penalty. I know... PAUL SAID so we can assume instantly that he was wrong. Having said that I'd still like a clear frickin explanation!
How in the **** do you introduce the largest balance change in the game ever without having it explained in ******* detail!
Edited by scJazz, 16 July 2013 - 10:09 AM.
#120
Posted 16 July 2013 - 10:07 AM
Ragnar Darkmane, on 16 July 2013 - 09:57 AM, said:
1. You'll have to spend another ton and have the huge risk of Gauss Rifle explosion
2. You'll need TWO different types of ammo
3. You'll deal 5 damage less per alpha
4. you have a mismatch of projectile speed which will make hitting harder.
5. You'll lack DHS with such a balistic heavy build to actually be able to use those MLs.
1. ditch the medium laser, everything's fine. No one aims the arm, so not such HUGEEEEEEEEEEE risk.
2. what's wrong with it ? they all weight 1 ton.
3. That really is a downside
4. This is also a problem with moving targets. Minor gameplay adjustment. Besides, 1 projectile will be faster than other, so it's half a plus PLUS the range bonus
5. 10 DHS is more than enough. 6 heat generated from the AC 20, 4 from the medium laser. about 4 seconds to cool down. Nothing compared to the 2 AC 20 + 2 Medium lasers.
Edited by Urdnot Mau, 16 July 2013 - 10:09 AM.
7 user(s) are reading this topic
0 members, 7 guests, 0 anonymous users