Gameplay - Heat Scale Addition
#41
Posted 16 July 2013 - 10:40 AM
#42
Posted 16 July 2013 - 10:42 AM
#43
Posted 16 July 2013 - 10:45 AM
Alpha of two AC/20s on my JM6-DD with XL Engine 260 and ten double HS equals 47% heat. If I chain fire them it goes up to 17%. This was on Frozen City Night. This tells me one thing: I'll have to slow my fire rate somewhat, but this will not prevent people from dying to AC/20 Jagers. I am comfortable that I will still be able to reliable put 40 points of damage into one location using chain fire, which I do with LLas. If the intent was to break the dual AC/20 builds, I don't think this will work. I'll just do each map on training, figure out what my heat does, and go from there.
Also tested the Awesome with four LRM15s. Heat goes up to near 50% or higher with one alpha on Forest Colony Snow. Chain firing them achieves far less heat.
I don't "boat" anything else really, so I can't speak to what other builds do.
By the way, the option to pick your map on training grounds was long overdue. Kudos to PGI for that.
#44
Posted 16 July 2013 - 10:47 AM
You should get more damage.
#45
Posted 16 July 2013 - 10:47 AM
Asatruer, on 16 July 2013 - 10:37 AM, said:
I've never played Table Top battletech mechwarrior, whatever, It was before my time
#46
Posted 16 July 2013 - 10:47 AM
PhoenixFire55, on 16 July 2013 - 10:40 AM, said:
Thats actually not true ...
http://www.sarna.net/wiki/Hellstar (ERPPC)
http://www.sarna.net...ne_%28Kraken%29 (UAC2)
http://www.sarna.net/wiki/Kodiak (ERML)
http://www.sarna.net/wiki/Thunder_Hawk (Gauss)
And these are just off the top of my head, I'm sure there are more.
But these are all clan mechs. A lot of people still think of the old TT stuff, where the Awesome was the only mech with more than 2 PPCs.
#47
Posted 16 July 2013 - 10:48 AM
SwiftHatchet, on 16 July 2013 - 10:25 AM, said:
Yes, I know what you've stated - you welcome the concept without knowing what that concept is.
Quote
Do I really need to explain to you why passing judgement on things you know virtually nothing about is a Bad Idea ?
Quote
You get to do what you already do - indiscriminately praise everything PGI does.
#48
Posted 16 July 2013 - 10:51 AM
Patch 1.2.231 = WIN
To all the whiners, how about you take your own F*****G advice for once - adapt or die!
#49
Posted 16 July 2013 - 10:53 AM
PhoenixFire55, on 16 July 2013 - 10:40 AM, said:
Thats actually not true ...
http://www.sarna.net/wiki/Hellstar (ERPPC)
http://www.sarna.net...ne_%28Kraken%29 (UAC2)
http://www.sarna.net/wiki/Kodiak (ERML)
http://www.sarna.net/wiki/Thunder_Hawk (Gauss)
And these are just off the top of my head, I'm sure there are more.
Those don't really prove anything. Even the variant with 8 LRM15s could fire all of its weapons in 4 seconds in MWO with no penalty, which is less than one turn.
As much as I hope to see many Stalkers blow themselves up, a better idea would have been to reduce the heat cap and introduce penalties for staying at high heat. But that's just wishful thinking.
#50
Posted 16 July 2013 - 10:55 AM
Doesn't fix:
2xGR
2xGR+PPC
2xGR+ERPPC
2xERPPC+GR
2xPPC+GR
GR+AC20
EDIT: Also doesn't deal with people wiling to deal with the heat penalty to insta-gib 'Mechs then hide and cooldown (2xAC20, 3xPPC+GR).
You guys don't get it. As long as you can combine damage from lots of weapons into a single BIG weapon (regardless of what combination), that combination pinpoint alpha will always be better than individual weapons. Those configurations will dominate the meta.
I've told you this before. As have other people. You don't listen because you fundamentally don't understand that you cannot fix this problem by limiting weapons, changing heat, restricting hardpoints, or any other method. The problem is with convergence. You can reduce the impact of grouped damage, but until you address pinpoint convergence, your gameplay is busted.
But keep trying guys... it's been 2 years. I'm sure you'll get it soon. Really.
Edited by HRR Insanity, 16 July 2013 - 10:57 AM.
#51
Posted 16 July 2013 - 10:56 AM
2 PPC alpha with 10DHS in normal weather generated 30% heat (16 heat / 55 heat capacity is roughly 30%).
3 PPC alpha with the same mech reached 67% heat. 67% x 55 = 36.85 heat produced
Try and make a factor or addition of 7 work anywhere into those maths.
#53
Posted 16 July 2013 - 11:02 AM
My reply was and still is in reply to the OP.
If it's not possible for you to appreciate my appreciation (whether right or wrong) of things being done to address the gameplay issues, thats fine. I really don't see the purpose of twisting my intent and words around. Or generally berating my opinion, simply because you don't share my perspective. And on the topic of "judgement", I see where I made none. Besides, you seem to have it covered.
PM me if you want to continue this, seems rather off topic.
#54
Posted 16 July 2013 - 11:03 AM
when chain fire itself can't even cycle through faster weapons.
Edited by Tennex, 16 July 2013 - 11:03 AM.
#55
Posted 16 July 2013 - 11:08 AM
Asatruer, on 16 July 2013 - 09:34 AM, said:
Please, rather than adding arbitrary heat penalties, consider another option, like convergence.
Simply don't Alpha?!?
Fire the 3rd half a second later... that's too hard for you?
#56
Posted 16 July 2013 - 11:11 AM
With one of the most major problems being how unintuitive and confusing it is.
Then you take all that feedback and decide to make it even less intuitive and more confusing.
And it still does absolutely nothing to address gameplay balance at all.
Decidedly unimpressed, and even though I have only been playing for around 2 months, so far it has been a steady progression to worse balance. Seriously get your act together even the people on forums I disagree with have better solutions and grasps on how the game works than you seem to.
#57
Posted 16 July 2013 - 11:13 AM
But I guess when I play tonight I'll see how well its curbs other boats!
#58
Posted 16 July 2013 - 11:14 AM
Kyocera, on 16 July 2013 - 10:51 AM, said:
Ahahah, you thought we point out the mistakes in this Heat mechanic 'cos we cannot/will not adapt?
Way ahead of you, most of my mechs were changed to reflect the new system two days ago, even had some practice in them to see if they are worse than the previous ones and they are roughly on the same level.
The only ones who are ****** over with this are the new players.
Edited by Bloody Moon, 16 July 2013 - 05:13 PM.
#59
Posted 16 July 2013 - 11:18 AM
ML 6, LL 4, PPC 2.
#60
Posted 16 July 2013 - 11:19 AM
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users