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A Balance Patch That Was Really Good?... New Meta Ll?


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#41 Khobai

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Posted 06 September 2013 - 05:57 AM

Quote

so if it doesnt do the job change it not rocket science


Oh I totally agree, but PGI decided to take the easy way out with ghost heat, so thats what were stuck with. I personally hate ghost heat, its the most contrived, convoluted fix ive ever seen put into a game. Im not really sure why players were less upset over ghost heat than they were over 3PV.

#42 Villz

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Posted 06 September 2013 - 06:02 AM

View PostKhobai, on 06 September 2013 - 05:57 AM, said:


Oh I totally agree, but PGI decided to take the easy way out with ghost heat, so thats what were stuck with. I personally hate ghost heat, its the most contrived, convoluted fix ive ever seen put into a game. Im not really sure why players were less upset over ghost heat than they were over 3PV.

Time will tell they already said they r doing a final pass on all weapon systems we just got the gauss rifle ppc change next uac's and lasers and HOPEFULLY skillrms

#43 TitanFall

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Posted 06 September 2013 - 06:15 AM

Hi Villz,
Nice video and very nice heat managment!
Can you please link your new 732 build?
Have a nice day.

#44 Villz

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Posted 06 September 2013 - 09:06 AM

View PostTitanFall, on 06 September 2013 - 06:15 AM, said:

Hi Villz,
Nice video and very nice heat managment!
Can you please link your new 732 build?
Have a nice day.


I am currently in the middle of making a 732 revisted video in which i will show the build construction and reasoning behind in the next couple of days on my youtube channel :D

#45 Mister Blastman

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Posted 06 September 2013 - 09:08 AM

It'd be nice if they revert the UAC mechanic to the way they are handled in MW:LL. No more random generator {Scrap}. 100% skill based and we can decide if we want to push it to the edge or not.

#46 TOGSolid

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Posted 06 September 2013 - 09:34 AM

View PostMister Blastman, on 06 September 2013 - 09:08 AM, said:

It'd be nice if they revert the UAC mechanic to the way they are handled in MW:LL. No more random generator {Scrap}. 100% skill based and we can decide if we want to push it to the edge or not.

How did they work in MWLL? That game always had a tendency to crash like a sonofabitch for me so I never really got to play it.

Edited by TOGSolid, 06 September 2013 - 09:39 AM.


#47 D1al T0ne

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Posted 06 September 2013 - 09:43 AM

A UAC/5 nerf thread disguised as an Attaboy for the the Devs.

Anything that kills baddie bad bads will always send them to the forums with pitchforks.

The rest of us just HTFU and play.

#48 Mister Blastman

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Posted 06 September 2013 - 09:53 AM

View PostTOGSolid, on 06 September 2013 - 09:34 AM, said:

How did they work in MWLL? That game always had a tendency to crash like a sonofabitch for me so I never really got to play it.


It's pretty neat how they work.

Each Ultra has its own independent heat bar. When you fire the Ultra, heat is added to the bar each shot. If you fire too fast, the heat builds up faster (and much faster) than it can dissipate. When you reach 100% on the heat bar, it jams for a fixed amount of time and then you start over once it unjams with zero heat on the weapon.

Basically, you can control how aggressive or passive you are with the weapon and push it to the limits when needed--or beyond them in a pinch.

#49 Villz

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Posted 06 September 2013 - 12:03 PM

yeh after a recent play session doing absurd damage with every uac5 mech i own not only do i do more damage on avg than i did with ppc gauss but its also completly RNG aka skilless how its done. Fix UAC/5's and the game would be in a pretty neat state to further investigate

#50 Villz

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Posted 06 September 2013 - 03:08 PM

View PostMister Blastman, on 06 September 2013 - 09:53 AM, said:

It's pretty neat how they work.

Each Ultra has its own independent heat bar. When you fire the Ultra, heat is added to the bar each shot. If you fire too fast, the heat builds up faster (and much faster) than it can dissipate. When you reach 100% on the heat bar, it jams for a fixed amount of time and then you start over once it unjams with zero heat on the weapon.

Basically, you can control how aggressive or passive you are with the weapon and push it to the limits when needed--or beyond them in a pinch.

i loved MW:LL UAC mechanic

#51 Siba

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Posted 06 September 2013 - 04:42 PM

I think the Mechwarrior 3 AC/UAC mechanics were much better, and closer to a real life autocannon.

The move to "one big shot/two big shots" in MW4 lowered the skill ceiling for using the weapons, as well as limited the coolness factor and immersion of being a giant stompy god of war.

#52 Khobai

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Posted 06 September 2013 - 05:55 PM

Quote

yeh after a recent play session doing absurd damage with every uac5 mech i own not only do i do more damage on avg than i did with ppc gauss but its also completly RNG aka skilless how its done. Fix UAC/5's and the game would be in a pretty neat state to further investigate


Its not RNG if you use a macro. You still do 4.55 dps with a macro as opposed to 5.03 dps without a macro. You lose about 10% dps in exchange for your UAC/5s NEVER jamming.

#53 80sGlamRockSensation David Bowie

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Posted 06 September 2013 - 07:11 PM

View PostVillz, on 06 September 2013 - 05:49 AM, said:

so if it doesnt do the job change it not rocket science



You are aware we're dealing with PGI, correct?

#54 Villz

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Posted 06 September 2013 - 07:16 PM

View PostKhobai, on 06 September 2013 - 05:55 PM, said:


Its not RNG if you use a macro. You still do 4.55 dps with a macro as opposed to 5.03 dps without a macro. You lose about 10% dps in exchange for your UAC/5s NEVER jamming.

the day u and peef get to converse with each other in TS make sure im there ty ;)

View Postmwhighlander, on 06 September 2013 - 07:11 PM, said:



You are aware we're dealing with PGI, correct?

Fair Go Mate ! Crikey!

#55 TitanFall

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Posted 07 September 2013 - 01:56 AM

Yep Villz,

Thanks for posting your new video on youtube!
I'll watch now!

#56 Villz

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Posted 07 September 2013 - 04:47 AM

View PostTitanFall, on 07 September 2013 - 01:56 AM, said:

Yep Villz,

Thanks for posting your new video on youtube!
I'll watch now!



That one the new 732 video?

#57 Villz

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Posted 07 September 2013 - 05:28 AM

View PostSiba, on 06 September 2013 - 04:42 PM, said:

I think the Mechwarrior 3 AC/UAC mechanics were much better, and closer to a real life autocannon.

The move to "one big shot/two big shots" in MW4 lowered the skill ceiling for using the weapons, as well as limited the coolness factor and immersion of being a giant stompy god of war.

Did u try MW:LL how the uac was in it? perhaps a combination of them both. Moving to more but smaller projectiles
with the same riding the limiter in MW:LL (really cool skill based mechanic)

#58 Khobai

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Posted 07 September 2013 - 05:47 AM

Quote

really cool skill based mechanic


I fail to see how that mechanic is anymore skill-based than what we currently have.

1) you can macro the current UACs to fire non-stop and never jam.

2) likewise, you can also macro the proposed UACs to fire non-stop and never jam (write a macro that fires it full speed until the last second before it jams then have it cut back the fire rate just enough to prevent it from ever jamming)

Any UAC mechanic that can be macrod to gain an advantage is a poor mechanic IMO. I actually like random jamming as a mechanic, because it screws with macros big time, which depend on predictable weapon behavior. The only reason random jamming doesnt work for the current UAC/5 is because single shots do nearly as much dps as double shots, but have 0% chance to jam. If you increased the cooldown of the UAC/5 from 1.1 to 1.5 it would more or less be balanced, because single shots would no longer have a huge dps advantage.

Edited by Khobai, 07 September 2013 - 05:58 AM.


#59 Villz

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Posted 07 September 2013 - 08:14 AM

View PostKhobai, on 07 September 2013 - 05:47 AM, said:


I fail to see how that mechanic is anymore skill-based than what we currently have.

1) you can macro the current UACs to fire non-stop and never jam.

2) likewise, you can also macro the proposed UACs to fire non-stop and never jam (write a macro that fires it full speed until the last second before it jams then have it cut back the fire rate just enough to prevent it from ever jamming)

Any UAC mechanic that can be macrod to gain an advantage is a poor mechanic IMO. I actually like random jamming as a mechanic, because it screws with macros big time, which depend on predictable weapon behavior. The only reason random jamming doesnt work for the current UAC/5 is because single shots do nearly as much dps as double shots, but have 0% chance to jam. If you increased the cooldown of the UAC/5 from 1.1 to 1.5 it would more or less be balanced, because single shots would no longer have a huge dps advantage.

its stated i was refering to MW:LL do u even read before you type up a response?

View PostKhobai, on 04 September 2013 - 12:38 PM, said:

Nobody has problems doing it without a macro. It has more to do with laziness than inability to do it manually. Its no different than using a macro to toggle TAG on/off instead of holding down a button to keep TAG on constantly. Seems silly not to use a macro for certain things, why do extra work, for the same end result?


Thats why macro's are banned in every single competitive gaming environment live (Goto a LoL or Sc2 tourney and start using macro's and see how the ends up). Impossible to remove in online play but i find the refinement of the process something to keep me actively focused on in the game and not dropping my focus. Plus the proof's in the pudding if you watch any of my videos you can watch from 1st person how i go about when im charging the gauss etc etc. Go put up a video of you using macro spams to gain an advantage over the 99% who aren't using it. Its kind of a redundant thing. "Hey Guis come watch the computer time the shots perfectly for me :D". At that point lets start delegating the aiming to it aswell. I'll be controlling the movement and usage of the aimbot. I kind of think its at the point of why bother. Are you just trying to make yourself look better for the sake of it or are you truely devoting yourself to self improvement and refinement in your play. I guess do as you like its your choice but yeh i could think of a few not too.

Edited by Villz, 07 September 2013 - 08:27 AM.


#60 Khobai

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Posted 07 September 2013 - 10:47 AM

Quote

its stated i was refering to MW:LL do u even read before you type up a response?


Apparently I read the thread better than you did. Because Mister Blastman said, and I quote: "It'd be nice if they revert the UAC mechanic to the way they are handled in MW:LL". The discussion was clearly about MWO adopting UAC mechanics from MWLL. Do you even read before you type up a response?

Quote

Are you just trying to make yourself look better for the sake of it or are you truely devoting yourself to self improvement and refinement in your play.


Neither. I play for fun. If I use macros its simply to automate a game mechanic I feel is unfun... like having to hold down a button to keep TAG on constantly.

I personally think its extremely lame that the UAC/5 and AC/2 reward players for using macros. Especially when fixing both is so easy. Just increase the UAC/5 cooldown to 1.5 and AC/2 cooldown to 1.0 and there would be absolutely no advantage to using macros with either one.





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