What Can You As A Player Do About 2Xppc+Gauss?
#241
Posted 05 August 2013 - 07:19 AM
You mean efficiency was better for the 4xPPC + 1xguass.
Which if you notice is not mentioned in the above pic.
once again you are forgetting things, pretending you know what your talking about.
Whole point of your sig is directed at PGI not being able to do anything.
Well the changes have worked quite well, which is something you and others could not see (including me).
But I have no problem in telling people I was wrong.
Plenty of fine tuning to be done including PPC+guass.
You can't even see russ is winding ye up, how fail is that?
#242
Posted 05 August 2013 - 07:29 AM
Cybermech, on 05 August 2013 - 07:19 AM, said:
Usually, the only folks in the 6 PPC build were ones who sucked.
Cybermech, on 05 August 2013 - 07:19 AM, said:
It's not just a matter of 4 PPC or PPC/Gauss combos being more efficient, it's about 6 PPC just sucking popsickles even when not compared to them. A Stalker with an XL is a glass cannon that can only fire once or maybe twice before becoming a gigantic paperweight for 20-30 seconds.
Cybermech, on 05 August 2013 - 07:19 AM, said:
once again you are forgetting things, pretending you know what your talking about.
Whole point of your sig is directed at PGI not being able to do anything.
Well the changes have worked quite well, which is something you and others could not see (including me).
But I have no problem in telling people I was wrong.
I still see a sniper and large mech oriented meta, and just a few less 4 PPC Stalkers--I haven't seen a 6 PPC for several months. That's hardly "working well." I myself have no issues telling people I was wrong if I was actually wrong, but that isn't the case in this specific scenario.
Cybermech, on 05 August 2013 - 07:19 AM, said:
Pics or it didn't happen.
Cybermech, on 05 August 2013 - 07:19 AM, said:
Or he seriously believes what he's saying. I'm going to stick with that explanation because it doesn't seem very wise or intelligent for a game developer to deliberately "wind up" his community. That's just plain stupid and would indicate that my sig has some merit.
Edited by FupDup, 05 August 2013 - 07:33 AM.
#243
Posted 05 August 2013 - 10:06 AM
#244
Posted 05 August 2013 - 10:28 AM
Khobai, on 05 August 2013 - 03:42 AM, said:
Pretty much. The heat penalties they implemented were completely silly
Fixed that, hope you don't mind.
Stupid heat penalties have me overheating in mechs that had no heat problems previously. 1 Gauss, 2 LL and an SRM6, should not make you run hot.
#245
Posted 05 August 2013 - 12:20 PM
DaZur, on 27 July 2013 - 07:21 PM, said:
What has gaming come to when 35 points of damage is to much for a Mech? Seriously, 35 points!!!! You have to be a crap build if 35 points is to much for you to take.
I have lots of builds on TT an have had dozens in this game that are throwing more than 35 damage per Alpha. Please, the problem is pin point delivery, not 35 points of damage.
#246
Posted 05 August 2013 - 12:22 PM
Ransack, on 05 August 2013 - 10:28 AM, said:
Just those? That sounds like it might be a bug? (And if so it wouldn't be the only one - apparently AC2s are borked ATM.)
#247
Posted 05 August 2013 - 03:56 PM
Simply cap max heat per weapon group and if you go over a limit of lets say 25 damage you generate extra heat for every point of damage over the limit lets call it the alpha cap.
It works like this.
1- get rid of Pauls system
2- alpha cap is 25
3- heat multiplier is 3
4- 2x ppc + 1 gauss = 35 damage
5- 35-25 = 10 damage over alpha cap
6-10 * 3 = 30 penalty heat
7- 2ppc@ 15 heat each + 1 gauss + penalty = 61 heat
8 adjust cap and multiplier as needed/play tested
Edited by Tombstoner, 05 August 2013 - 03:57 PM.
#248
Posted 05 August 2013 - 04:59 PM
Tombstoner, on 05 August 2013 - 03:56 PM, said:
Simply cap max heat per weapon group and if you go over a limit of lets say 25 damage you generate extra heat for every point of damage over the limit lets call it the alpha cap.
It works like this.
1- get rid of Pauls system
No. I did not sign up to have pillow fights, I came here to kick Ash! I don't want to dual paper cuts unless I am dancing the Scars. We need to stop nerfing damage an just allow it to spread out. 35 damage is just over 1/2 of what My D-DC, Victor and my (F)Atlas each can do!
Edited by Joseph Mallan, 05 August 2013 - 05:06 PM.
#249
Posted 05 August 2013 - 05:29 PM
PGI needs to fix the underlying problem with convergence. Or they need to implement one of the other two or three juryrigged solutions that I suggested to fix the problem with converging weapons completely overpowering the current armor values.
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