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Useless Mech Efficiencies - Pinpoint And Fast Fire?


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#1 MustrumRidcully

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Posted 08 September 2013 - 11:26 PM

It seems convergence is applied instantenously, so pinpoint does nothing.

But there are also reports of players saying that fast fire doesn't do anything either (and not just in the training grounds). This has come up in the AC/2 thread started by daemur.

Is this already widespread knowledge, is it just an unconfirmed rumour, or a brand new revelation that needs to be spread?

If this is true, what is PGI doing about this? Removing the skill and refunding the XP? Finding a different use for them? Upon release (next week already?), will potentially thousands of new players still find two useless efficiencies in their efficiency "tree"?

#2 Kaspirikay

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Posted 08 September 2013 - 11:48 PM

Really, I think they should remove these talents entirely. It only makes the game much more difficult to get in for new players, who already have to contend with their own non min/maxed mechs.

If they want to make gameplay deeper, a leveled out ability should not flatout increase the effectiveness of a mech. Rather it should unlock more intricate ways of wrecking someone's **** up

An example would be a talent that keeps you from spawning at start and only coming in 30 seconds or something later by means of drop pod at a certain point on a map.

Now that would be badass.

Edited by Kaspirikay, 08 September 2013 - 11:49 PM.


#3 stjobe

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Posted 09 September 2013 - 01:58 AM

View PostMustrumRidcully, on 08 September 2013 - 11:26 PM, said:

Is this already widespread knowledge, is it just an unconfirmed rumour, or a brand new revelation that needs to be spread?

If this is true, what is PGI doing about this? Removing the skill and refunding the XP? Finding a different use for them? Upon release (next week already?), will potentially thousands of new players still find two useless efficiencies in their efficiency "tree"?

I don't know if it's widespread knowledge, but I do think the devs confirmed the Pinpoint efficiency doing nothing in an AtD. The Fast Fire one not working was news to me from the AC/2 thread, and AFAIK it's not confirmed (although the tests done seem solid).

IIRC, the devs have said they'll be replacing some of the pilot skills (the convergence one for sure), and adding new ones once the fabled UI2.0 comes out.

#4 MustrumRidcully

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Posted 09 September 2013 - 04:17 AM

View Poststjobe, on 09 September 2013 - 01:58 AM, said:

I don't know if it's widespread knowledge, but I do think the devs confirmed the Pinpoint efficiency doing nothing in an AtD. The Fast Fire one not working was news to me from the AC/2 thread, and AFAIK it's not confirmed (although the tests done seem solid).

IIRC, the devs have said they'll be replacing some of the pilot skills (the convergence one for sure), and adding new ones once the fabled UI2.0 comes out.

As part of the fabled UI2.0, or after the fabled UI2.0?

This reminds me of the whole "Alcubierre Drive" idea...

Scientist 1: "Okay, we have this method to drive faster than light, we only need negative energy worth the mass of Jupiter!"
Engineer 1: "Whoah, that's a lot of negative energy. And we don't even know if negative energy even exists!"
(later)
Scientist 2: "Good news everyone! We found out that we actually need only negative energy worth the mass of the voyager probe!"
Engineer 1:"So, you're basically saying instead of needing a billion unicorns to drag my spaceship to FTL, I only need one?"

(Not saying that the Acubierre Drive theory isn't cool. But still... It's a very slim hope.)

Edited by MustrumRidcully, 09 September 2013 - 04:17 AM.


#5 BarHaid

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Posted 09 September 2013 - 07:57 AM

View PostKaspirikay, on 08 September 2013 - 11:48 PM, said:


An example would be a talent that keeps you from spawning at start and only coming in 30 seconds or something later by means of drop pod at a certain point on a map.

Now that would be badass.
That would make an excellent Module, I think.

#6 Lostdragon

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Posted 09 September 2013 - 08:04 AM

Can we add in a mech that looks like a Hellfire Dreadnought if we get drop pods? I am sure GW won't mind...

#7 Tinboy

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Posted 09 September 2013 - 08:24 AM

When you look at the scale of things, it would have to be a Titan and not a Dreadnought. Warhound Titan is actually a very nice model and would fit in the Mechwarrior world. However considering how **** GW is about there IP, never ever going to happen :P .

Back on topic. Droppods would be cool. How about the abillity to swap a mech from right to left handed, aka make the right arm the shield arm on a Cent and the weapons in the left.

#8 Almond Brown

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Posted 09 September 2013 - 09:26 AM

View PostBarHaid, on 09 September 2013 - 07:57 AM, said:

That would make an excellent Module, I think.


LOL! Until it dropped you 30 seconds in, 350m from the enemy spawn, and your ECM takes 45 seconds to come online.. LOL!

#9 Kaspirikay

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Posted 09 September 2013 - 09:58 AM

View PostTinboy, on 09 September 2013 - 08:24 AM, said:

Back on topic. Droppods would be cool. How about the abillity to swap a mech from right to left handed, aka make the right arm the shield arm on a Cent and the weapons in the left.


That would be an interesting set up. Would throw people off the YLW's right arm, thats for sure.

#10 Angel of Annihilation

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Posted 09 September 2013 - 01:54 PM

I haven't heard fast fire is not working and my mechs do seem to fire a bit faster with it unlocked.

#11 Deathlike

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Posted 09 September 2013 - 02:08 PM

Well, once upon a time, Fast Fire did the opposite of what it does today (it actually increased cooldown by 5%).

Of course, that was like "addressed" in the Feb patch of the network lag days of yore.

Edit:
The remains of that era is in the current "description" in the current Fast Fire text (which is still completely wrong to this day).

Edited by Deathlike, 09 September 2013 - 02:47 PM.


#12 Funkadelic Mayhem

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Posted 09 September 2013 - 02:20 PM

View PostMustrumRidcully, on 09 September 2013 - 04:17 AM, said:

As part of the fabled UI2.0, or after the fabled UI2.0?

This reminds me of the whole "Alcubierre Drive" idea...

Scientist 1: "Okay, we have this method to drive faster than light, we only need negative energy worth the mass of Jupiter!"
Engineer 1: "Whoah, that's a lot of negative energy. And we don't even know if negative energy even exists!"
(later)
Scientist 2: "Good news everyone! We found out that we actually need only negative energy worth the mass of the voyager probe!"
Engineer 1:"So, you're basically saying instead of needing a billion unicorns to drag my spaceship to FTL, I only need one?"

(Not saying that the Acubierre Drive theory isn't cool. But still... It's a very slim hope.)

actually CERN has proven dark and negative matter.

#13 Royalewithcheese

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Posted 09 September 2013 - 03:49 PM

Ready for launch! (See also Command Console.)

#14 BlackIronTarkus

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Posted 09 September 2013 - 04:59 PM

View PostMustrumRidcully, on 09 September 2013 - 04:17 AM, said:

As part of the fabled UI2.0, or after the fabled UI2.0?

This reminds me of the whole "Alcubierre Drive" idea...

Scientist 1: "Okay, we have this method to drive faster than light, we only need negative energy worth the mass of Jupiter!"
Engineer 1: "Whoah, that's a lot of negative energy. And we don't even know if negative energy even exists!"
(later)
Scientist 2: "Good news everyone! We found out that we actually need only negative energy worth the mass of the voyager probe!"
Engineer 1:"So, you're basically saying instead of needing a billion unicorns to drag my spaceship to FTL, I only need one?"

(Not saying that the Acubierre Drive theory isn't cool. But still... It's a very slim hope.)



I hope you are aware that anti-matter have already been created. Just a tiny amount using extreme means, but still, it have been created.

#15 MustrumRidcully

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Posted 09 September 2013 - 10:30 PM

View PostBlackIronTarkus, on 09 September 2013 - 04:59 PM, said:



I hope you are aware that anti-matter have already been created. Just a tiny amount using extreme means, but still, it have been created.

I am aware, but negative energy or negative mass is not anti-matter. A negative mass would not attract, but repel normal mass. Antimatter still behaves like regular matter when it comes to gravity.





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