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About 2X Basic Efficiencies


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#1 CtrlAltWheee

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Posted 11 October 2013 - 08:39 PM

Hi all

What I thought was that upgrading 3 variants to the elite tier made all the basic efficiencies double in %.

Have 3 cicadas. All at elite tier and they turn light green. No upgrade on the basic efficiencies. Did I misunderstand?

Thanks.

#2 Tyrnea Smurf

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Posted 11 October 2013 - 08:44 PM

you must complete elite upgrades on one of them for the 2x to kick in on it. Basically you have to get to the point where your next xp investment is the module slot before the 2x is applied. now that you own the 3 with basics done on them, now you need to apply the 22500 xp or so on the elite items.

#3 Johnny Marek Summers

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Posted 11 October 2013 - 08:51 PM

The 4 Elite skills add up to 21,500 mxp (3,000 for Pinpoint, 4,000 for Quick Ignition, 6,000 for Fast Fire, and 8,500 for Speed Tweak). The one you should want more than anything should be Speed Tweak.

#4 CtrlAltWheee

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Posted 11 October 2013 - 08:54 PM

Ahh. Thanks.

#5 Koniving

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Posted 12 October 2013 - 07:30 AM

Note that of the Elites, only quick ignition and speed tweak actually work -- so go for those two first.

#6 Sug

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Posted 12 October 2013 - 07:38 AM

I thought Fast Fire worked....

#7 Koniving

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Posted 12 October 2013 - 07:47 AM

View PostSug, on 12 October 2013 - 07:38 AM, said:

I thought Fast Fire worked....


Disabled with the AC/2 "cooldown increase" to 0.52, as required to avoid hitting the heat penalty when chain firing AC/2s. If fast-fire was still enabled it'd still be possible.

#8 Sug

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Posted 12 October 2013 - 07:48 AM

Why does nothing work??

#9 Ertur

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Posted 12 October 2013 - 11:19 PM

View PostSug, on 12 October 2013 - 07:48 AM, said:

Why does nothing work??

It'll work once the game is out of beta.

Oh, wait....

#10 Hexenhammer

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Posted 12 October 2013 - 11:46 PM

View PostErtur, on 12 October 2013 - 11:19 PM, said:

It'll work once the game is out of beta.

Oh, wait....


I'll gladly over look the skill trees if it means gettingui2 and phase 1 CW

#11 Bront

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Posted 13 October 2013 - 06:04 AM

View PostKoniving, on 12 October 2013 - 07:47 AM, said:


Disabled with the AC/2 "cooldown increase" to 0.52, as required to avoid hitting the heat penalty when chain firing AC/2s. If fast-fire was still enabled it'd still be possible.


Did they actually say that? Or has someone tested?

I realize in theory it might cause problems with the AC2 heat, but just because it isn't mean it's not working.

I do know Pinpoint is not working though, Devs have stated that.

#12 TercieI

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Posted 13 October 2013 - 06:56 AM

View PostKoniving, on 12 October 2013 - 07:30 AM, said:

Note that of the Elites, only quick ignition and speed tweak actually work -- so go for those two first.


Not to hijack, but is this for sure? I've seen tests (yours I think, Kon) on the AC/2 but I don't recall seeing tests on other weapons. Is it certain this isn't isolated to the AC/2?

View PostBront, on 13 October 2013 - 06:04 AM, said:


Did they actually say that? Or has someone tested?

I realize in theory it might cause problems with the AC2 heat, but just because it isn't mean it's not working.

I do know Pinpoint is not working though, Devs have stated that.


Pinpoint's the best! It's the one that doubles basic. :D

S

Edited by Terciel1976, 13 October 2013 - 06:56 AM.


#13 Koniving

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Posted 13 October 2013 - 07:15 AM

View PostTerciel1976, on 13 October 2013 - 06:56 AM, said:


Not to hijack, but is this for sure? I've seen tests (yours I think, Kon) on the AC/2 but I don't recall seeing tests on other weapons. Is it certain this isn't isolated to the AC/2?


Jazz did the testing. Doesn't work on PPCs, doesn't work on missiles, doesn't work on AC/20, doesn't work on MLs.... essentially it doesn't work. You can use macros set to fire by pressing the button down for 1 millisecond and a timer to make certain it'd fire at the fast fire designated time, before the full cooldown of a normal weapon. They just don't work.

View PostBront, on 13 October 2013 - 06:04 AM, said:

Did they actually say that? Or has someone tested?

I realize in theory it might cause problems with the AC2 heat, but just because it isn't mean it's not working.

I do know Pinpoint is not working though, Devs have stated that.


Jazz tested. Koniving contested. Koniving tried. Koniving reluctantly conceded to truth. :D

#14 Bront

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Posted 13 October 2013 - 07:24 AM

View PostKoniving, on 13 October 2013 - 07:15 AM, said:

Jazz tested. Koniving contested. Koniving tried. Koniving reluctantly conceded to truth. :D

;)

Thanks for the confirmation.

#15 TercieI

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Posted 13 October 2013 - 07:28 AM

View PostKoniving, on 13 October 2013 - 07:15 AM, said:


Jazz did the testing. Doesn't work on PPCs, doesn't work on missiles, doesn't work on AC/20, doesn't work on MLs.... essentially it doesn't work. You can use macros set to fire by pressing the button down for 1 millisecond and a timer to make certain it'd fire at the fast fire designated time, before the full cooldown of a normal weapon. They just don't work.



Jazz tested. Koniving contested. Koniving tried. Koniving reluctantly conceded to truth. :D


Thanks...wish we had a rep system. I've learned more from you than anybody else on these forums.

S

#16 Koniving

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Posted 13 October 2013 - 07:34 AM

Well to be fair I learned it from Jazz.

Now when it comes to the new pilot efficiencies I hope they use much lower percentages. The +20% threshold (2x heat containment) is beyond b.s. since it stacks with the maps' changes to your threshold and is incredibly unfair to those without it. Something of a 2.5 to 5% start and 2x of a 5 to 10% would be a lot more reasonable. Though the original 2.2% for all unlocks (back when regulars 4x and elites went 2x with Master unlock) was quite reasonable.

#17 Liquid Leopard

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Posted 13 October 2013 - 07:49 AM

View PostSug, on 12 October 2013 - 07:48 AM, said:

Why does nothing work??

"Working as intended" :D

#18 TercieI

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Posted 13 October 2013 - 07:52 AM

View PostKoniving, on 13 October 2013 - 07:34 AM, said:

Well to be fair I learned it from Jazz.

Now when it comes to the new pilot efficiencies I hope they use much lower percentages. The +20% threshold (2x heat containment) is beyond b.s. since it stacks with the maps' changes to your threshold and is incredibly unfair to those without it. Something of a 2.5 to 5% start and 2x of a 5 to 10% would be a lot more reasonable. Though the original 2.2% for all unlocks (back when regulars 4x and elites went 2x with Master unlock) was quite reasonable.


No disprespect to Jazz, who I've also learned a fair amount from, but my comment was not limited to this info by any means.

S

#19 Koniving

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Posted 13 October 2013 - 07:54 AM

View PostSug, on 12 October 2013 - 07:48 AM, said:

Why does nothing work??


Long story short... PGI's said they are redoing the pilot skill system entirely after U.I. 2.0 is out. Some mechs "may" have optional branches forcing choices. Don't get your hopes up. Others may have genuinely unique to the chassis/variant unlocks. But ultimately I think they're just going to use the same stuff and give them different percentages. Except fast fire, as it'd break the fix to the AC/2 chainfire penalty.

Speaking of penalties. Macro necessary for triple AC/2 rapid fire, brought to about the fastest it can possibly fire without hitting a penalty for those who like to use it for suppression.
Spoiler

Sadly it's quite slow, but still fun to do.

View PostTerciel1976, on 13 October 2013 - 07:52 AM, said:

No disprespect to Jazz, who I've also learned a fair amount from, but my comment was not limited to this info by any means.


I know. :D

Edited by Koniving, 13 October 2013 - 07:56 AM.


#20 Modo44

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Posted 13 October 2013 - 07:59 AM

View PostErtur, on 12 October 2013 - 11:19 PM, said:

It'll work once the game is out of beta.

As Soon™ as Half Life 3 is released.





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