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Ac/2 Ninja Heat Penalty Is Now Worse!


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#61 Deathlike

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Posted 15 August 2013 - 03:48 PM

I personally think the values used for the AC2 in the files are "working as intended" (there is heat penalty data and limits to the AC2). The only thing that isn't really working as intended as I have described before is that the "counter" or whatever keeps track of the grouped weapon heat penalty doesn't work properly with low cooldown weapons like the AC2, where it "counts" AC2s fired at or under .5 seconds to be another AC2 weapon fired... so eventually it would start accumulating it a bad sense (remember that fast fire reduces cooldown by 5%) despite you not having that many physical AC2s in the first place.

I could be wrong, but that has been my interpretation of the AC2 heat penalty since the introduction of the heat penalty.

Edited by Deathlike, 15 August 2013 - 03:49 PM.


#62 Stomp

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Posted 16 August 2013 - 05:11 AM

I already went and emailed support like a month ago, they said it was an unintended bug? Which is fine in my case. But it bugs me there's all kinds of messages flying around. I don't like getting told two different things. And really? DPS weapon nerfing from heat? Please. I ran 5 x AC/2s with 10 DHS, they better nerf that **** into the ground or I'm going to go right back to that bad boy :P

#63 Fire and Salt

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Posted 16 August 2013 - 05:34 AM

Even if you alphastrike 2 ac2s WITHOUT fast fire, you will get the heat penalty - because eventually one of the weapons goes out of sync (presumably a bug)

If you have fast fire, you get the penalty even with only 1 ac2.





Maybe they will fix it - but they shouldn't. They should just remove the stupid ac2 penalty completely.

AC2 is a crap weapon - except in tournaments, where you care more about wildly splashing damage all over the place than you do about actually killing something.




Oh, and stagger firing ac2s is not greifing. Its surpressing fire. Its a valid tactic that helps reduce the enemy's ability to fire back at you. Shooting ac2s at your teammates would be greifing. Shooting off all the enemy's weapons and then legging them and then following them around until there is only 10 secs left in the game and then finally killing them is greifing.

But I suppose that anything that a player doesn't like is now considered greifing. Good. I don't like getting shot at. Therefore the enemy team is all greifers. Plz ban now!



EDIT: and if preventing the enemy from firing back is greifing, then why do we have the flamer? It does very little damage, but it does reduce the enemy's ability to fight back, how frustrating!

Note that you also can't fight back when dead - so PPCs are the ultimate greifer weapon as long as this game is no respawn.



But seriously - if screen shake is the problem - just reduce the damn screen shake. DUH!

Edited by Fire and Salt, 16 August 2013 - 05:46 AM.


#64 B0oN

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Posted 16 August 2013 - 05:44 AM

View PostTennex, on 09 August 2013 - 08:25 PM, said:

jesus, i would like to see paul's command post explaining this.


There is way more in this game Paul can´t explain away easily.
Trust me.

#65 Dracol

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Posted 16 August 2013 - 06:09 AM

The fact quick fired AC/2's could be used to blind opponents with smoke by hitting near their cockpit at over 1k away is IMHO the reason it needed to be nerfed. Yes, flamers can blind people but you have to be in their face to do it.

I used to run my Dragon 5N with trip AC/2. On Frozen City, high side, I sit near the base and manually stagger fire them at any mech cresting the saddle. I'd watch with amusement as 100ton Atlai would quickly go into reverse as their lssers and ppcs would fire out wildly since I'd be out of their targeting range.

Now I am not against the nerf, but do wish PGi would make an official statement on thir intentions concerning the AC/2 and ghost heat.

Edited by Dracol, 16 August 2013 - 06:10 AM.


#66 Fire and Salt

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Posted 16 August 2013 - 04:12 PM

View PostDracol, on 16 August 2013 - 06:09 AM, said:

The fact quick fired AC/2's could be used to blind opponents with smoke by hitting near their cockpit at over 1k away is IMHO the reason it needed to be nerfed.



Cool. So reduce the smoke. Why the ghost heat? Especially with the bug that causes your guns to go out of sync on their own even when holding down the alpha button. (Happens mostly with ACs, it seems)

Edited by Fire and Salt, 16 August 2013 - 04:12 PM.


#67 retakrew7

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Posted 16 August 2013 - 04:30 PM

This should be fixed asap.

This has nothing to do with balancing this is a plain bug.

DPS is the same if i fire them all at once or in chainfire, heat penalty should also be the same,

#68 kuangmk11

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Posted 17 August 2013 - 09:58 AM

View PostDracol, on 16 August 2013 - 06:09 AM, said:

The fact quick fired AC/2's could be used to blind opponents with smoke by hitting near their cockpit at over 1k away is IMHO the reason it needed to be nerfed. Yes, flamers can blind people but you have to be in their face to do it.

I used to run my Dragon 5N with trip AC/2. On Frozen City, high side, I sit near the base and manually stagger fire them at any mech cresting the saddle. I'd watch with amusement as 100ton Atlai would quickly go into reverse as their lssers and ppcs would fire out wildly since I'd be out of their targeting range.

Now I am not against the nerf, but do wish PGi would make an official statement on thir intentions concerning the AC/2 and ghost heat.

A stream of LRMs is far worse and you don't even need to expose yourself or aim to deliver them. The AC2 nerf is far to harsh and completely unnecessary. The whole new heat mechanic needs to be scrapped and balance needs to happen through heat values, damage, range, and cooldown.

#69 MadTulip

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Posted 17 August 2013 - 04:25 PM

what the OP describes sounds like a constantly resetting timer.

weapons fired at the same time is defined as "fired within 0.5 seconds". so if you have intervalls of 0.25 secs between your shots the 2nd shot will get registered as beeing fired simultaniously with the first one. the bug is that the timer counting from the start of the first shot resets now. you fire the thrid shot while the 0.5 timer is still running. it indicates that you did fire 3 shots in the 0.5 period which is wrong. already 0.75 passed. you climb up the penality e function effectivly firing every additional shot "at the same time with the first shot" as seen by the penality algorythm.

you should instead of using a timer create a list where every shot fired has a timestemp. every new shot fired should search through the stack to find shots which have happend during the last 0.5s. those might add to the currents shots heat. you should clean shots older then 0.5s. thats 10$ which you can transfer in mc if you like.

Edited by MadTulip, 17 August 2013 - 04:27 PM.


#70 Rippthrough

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Posted 17 August 2013 - 05:03 PM

Or, they could delete the POS and balance things properly.

#71 GoriKarafong

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Posted 19 August 2013 - 11:15 AM

This must be a bug. I guess they just forgot to check within the 0,5s cycle check to see if the next fired weapon was already within or without the limit of legal weapon numbers. Problem once a again is:

1) PGI seems to be unable to do balancing as they once more do not adress the problem but adress an effect, so
2) PGI once again makes it more complicated and less newbie friendly, while
3) PGI shows a leck of skill in comunication with the community

As much as I hope this is a bug and will soon big fixed it makes me sad and a bit unmotivated for the future of MWO





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