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Is This Game Any Fun, For Anyone?


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#101 Onyxian

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Posted 08 April 2014 - 06:40 PM

View PostThatBum42, on 08 April 2014 - 03:13 PM, said:

What MM does is it builds the two teams with total Elo ratings close to each other, but one is slightly higher. It then predicts the team with the higher Elo to win. If this does happen, the winning team's Elo score goes up a small amount, and the losing team goes down a small amount. Perhaps not at all, actually. However, if the result of the match defies MM's prediction, then the winning team's Elo goes up a larger amount, and the losing team's goes down a larger amount.

Eventually the Elo score should stabilize in a bracket you're comfortable with. It takes a long time because the performance of a single player usually does not guarantee a team to win or lose.



Links are made with the Link button in the forum's editor, under the font size dropdown. Use the "Plain Link" from Smurfy's, HTML does not work in posts.

Anyway, looks like it could use some improvement to me. So, here's my take on it.

It didn't look like it had enough ammo. With two AC/5s, the 60 rounds will only be good for 30 volleys, which goes by quick for their relatively high rate of fire. The general convention is to have 4-5 tons of ammo if you have two guns. I have 5 tons/150 rounds of AC/5 ammo on my dual AC/5 BJ-1 and I still run out of ammo occasionally if I consistently find good line of sight throughout the match. Same for the LRM ammo, only 12 volleys (180/15).

Also, note that the missile hardpoint says (10) by it. This means it has 10 missile tubes. Another undocumented feature, I know. :blink: When you fire the LRM 15 from that slot, it will fire 10 missiles, pause, then fire another 5. This is not good because enemy AMS will eat up missiles in small groups before they hit the target. I changed it to a LRM 10 because it's lighter, has a higher rate of fire, runs cooler, and isn't bottlenecked by the tubes.

Putting big gun ammo in your CT is a bad idea. If your CT is crit and you get shot there, the ammo might explode and damage you further. Many builds put ammo in the legs because people don't usually go for the legs of heavier mechs (corollary note: do not put ammo in the legs of lights). Also the head is a good option since it's a rarely hit place.

You also might have some heat problems, 27% is not great. The figure means that you're dissipating heat 27% as fast as you'd be generating it if you were firing everything. Note that you're usually not firing everything all the time since the weapons are good at different ranges, so this heat efficiency might be acceptable to your playstyle. Still, I changed it to a large laser because the build seems to be designed mostly for brawling and you have some long range support already with the LRMs.

The Beagle Active Probe isn't too useful with LRMs in my opinion, since you should be shooting at large, slow targets anyway, and will have plenty of time to get a lock, especially if you have spotter teammates. BAP is more useful if you have SSRMs and you need to lock fast to shoot down a light.

That's all I got, let me know what you think! I'm primarily a medium pilot so I might not have any idea what I'm talking about, but it looks sensible to me. :mellow:



Thank you for taking the time to help.

Maybe it's not enough ammo for good players... it's never been a problem for me, so far, I don't think I've ever run out. I'd like it to be a problem though ;) And I put the ammo in my CT because I figured, what the hell, if I'm down to nothing in my CT, I'm prolly screwed anyways.

And I've been meaning to ask... what kind of heat dissipation should I be aiming for? 30-35%? higher?

As far as using teamspeak... I've got kids, and the computer is next to the tv, which is always on. And a lot of times my wife and I are just chatting while I'm playing.

#102 ThatBum42

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Posted 08 April 2014 - 06:50 PM

It's still possible to be useful with critical components, especially with the heavier mechs since they still have a fair bit of health on the internals. You just need to be more careful, change tactics, and avoid being singled out and focused. Fall to the rear and provide fire support while the fresher frontliners cycle through to take the attention. Also learn to torso twist to spread damage, a key skill in heavies and assaults since you're usually too slow to evade.

The heat dissipation is simply a ratio of cooling per second to heat per second. If a build has a dissipation of 100%, you'll be dissipating exactly as fast as you're heating, and it'll be literally impossible to overheat, even while firing everything. If it's 50%, then you're heating twice as fast as you're cooling, 25% is four times, and so on. So make of that stat what you will.

You can get more info about your heat and weapon systems by hitting the Weaponlab button at the top of Smurfy. It gives you a graph showing where your weapons ranges converge, and also other very useful information like heat per second, cooling per second, heat capacity, and calculated time to overheat based on that data. Again, I stress that some things might look good or bad on paper but end up playing completely differently because of whatever quirks of the meta or the chassis applies. Theorycrafting has its place but it can't account for everything. What's important is that the setup works for you, and your playstyle, and no one can really tell you that.

Edited by ThatBum42, 09 April 2014 - 03:54 PM.






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