Jump to content

No Assault Mech Can Equip Ac20 On Both Arms


29 replies to this topic

#21 depreciator

    Member

  • PipPip
  • Private First Class
  • 44 posts

Posted 26 April 2014 - 01:40 AM

View PostAUSwarrior24, on 25 April 2014 - 08:24 PM, said:

What, you2 mean like this?

MADNESS!

sry to makepost where the revelant text is more long than signature !
i found a config that got no handicap on dual ac20 but still give a 40dmg at first shoot and at least same range for prove that ac20 on arms is not overpowered regarding the ERPPC (that is the only weapon having a single handicap ingame)

its easy to understand than a common combination of large lazer + medium lazer nothing else will be far more effective (at first by outranging the dual ac20 )
i played lot of catapult K2 (who is the only mecha that dont have serious cons & allow carrying ballistic exclusiv load )
this catapult k2 can carry on or dual ac20 but worthless because lack of tonnage : it gived me humiliating damage score of 16 when with a dual ac5 i raised to 400dmg
this just a comaplaint about the lack of ballistic for assault and the lack of light ballistic as ac1 lbxac1 ac0.5 lbxac0.5
the major problem is the tonnage for the light mech who dont need a 1275m range but high rate of fire as AC2 provide
by logic LBX versions are more lightweight than i trust than a lbxac1 weight only3tons without ammo (200ammo per tons) cooldown of 0.3sec
in fact i dont care how the ballistic is balanced is ever it give 1dmg at 500meters and weight less than 5tons i will equip because im an ballistic fan
still none make mention of the ballistic curve nor the slow shell speed that is the main handicap of them added to ammo +heat +tonnage and probably not mentionned in "lore" because lore isnot a fps but mechwarrior game serie is real and contribute to balance the "overpower" of ballistic
note: if their no comparaison between reality and mwo than what they call: "humans","tons" & why they show citys ? maybe you think to be in a unreal 2004 sort of game where all the tecnology is alien & in a univers where WE never existed

Edited by depreciator, 26 April 2014 - 01:55 AM.


#22 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,608 posts
  • LocationSeraphim HQ: Asuncion

Posted 26 April 2014 - 06:47 AM

You continue to miss the fact that we have a hard time understanding you because you use different sized font. It's making it hard to understand what you are writing...


Also, if you wished, why not create a dual PPC and an AC20 combo then if you are only looking for a 40 point alpha? Avoids ghost heat. Keeps you running cooler. Saves you weight... And why am I still here talking...? Maybe I should check this combo out and see if it's of any worth... hum...

#23 depreciator

    Member

  • PipPip
  • Private First Class
  • 44 posts

Posted 26 April 2014 - 09:03 AM

View PostTesunie, on 26 April 2014 - 06:47 AM, said:

You continue to miss the fact that we have a hard time understanding you because you use different sized font. It's making it hard to understand what you are writing...


Also, if you wished, why not create a dual PPC and an AC20 combo then if you are only looking for a 40 point alpha? Avoids ghost heat. Keeps you running cooler. Saves you weight... And why am I still here talking...? Maybe I should check this combo out and see if it's of any worth... hum...

can you just understand than
i want not equip erppc
and have nothing to ask for erppc since it already possible to equip a dual erppc on each arm as i demonstrated
and it give 40instant dmg as the overpowered ac20 dual can do too( in a really nearest extrem config with cons & pro but still not very winning combination)
my wish is than an assault can use both arms as my owned heavy catharact can do with ac10 on each arms (what no player ever complained as over powered since they pound me at near each games despit they got 200dmg from me)
Posted Image
for revelate my own secret i equip it with a AC2 + AC5 left arm + AC10 right arm and walk as a slug
but get fun of my (over)power
when rich i will equip with a 4million xl 240 engine this will give me an impressive speed of something like 55kmh
what i bet is not for affraid majority of people playing since more than 2weeks
this mech was able to equip a dual ac20 is ever it got one more slot
and its not a big deal than an assault well paid for being better at slot size and tonnage weared can do it with less penality as it was its natural meaning

#24 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,608 posts
  • LocationSeraphim HQ: Asuncion

Posted 26 April 2014 - 11:10 AM

I will say, I have no proficiency with an Atlas, but here's a 40 damage alpha build that could work well. Based on the Atlas DDC. PPCs help give it range. How well it might work, I am uncertain.


And just to say it again for good measure. The current assault class mechs by lore and their stock configurations could not take dual AC20s. The King Crab is "on a list", and it will be able to take the dual AC20s you desire in the arms too. The Dashi is coming, and it too should be able to take dual UAC20s, in the arms. The Mauler is being rumored to be on the way, which can take dual AC20s in the torsos. There are mechs that can do as you ask. They are not here yet. Key word is yet.

Till then, take a Jagermech. Dual AC20s with some room to spare most times. Can even use an XL engine if one desires... (And it's a "heavy" heavy class mech,) Or stay with the Cataphract, which is 5 tons heavier than the Jagermech...

#25 Wildstreak

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 5,154 posts

Posted 26 April 2014 - 11:27 AM

OK, let's be honest.

- Yeah, it sucks when a dual AC/20 or Gauss Mech hits you.
- Yeah, they have weaknesses usually armor and speed.
- Yeah, they can be defeated, best with teamwork. This is why anytime I see one in a match, I chat it to others and I usually get assistance in dealing with it.
- Before we even look at these, we have to look at the worst case, the Triple Gauss Ilya. Be honest, despite weaknesses, anyone wanting to complain HAS to name this first even though it is a Hero. By ignoring it, any complaint becomes invalid.

#26 depreciator

    Member

  • PipPip
  • Private First Class
  • 44 posts

Posted 26 April 2014 - 02:34 PM

ok i have to wait more so how much time did i must?
as i understand there is a major update in june and 5 news mechs released ...
why not a single mech each month ?
still i dont get why the devs favored energy especially medium lazer than 75% of the players equip and for say true else the jagger & cataracth are the only that i seen ingame using ballistic as main weapon
at the beginning i equiped cicada & raven with ac2 or ac5 for sniping at low speed :
if was not very killing it was advantaging my whole team by focusing atention & giving trouble by outranging (sometime) erppc & erlarge lazer & lrm :
people said you give 0.1 dmg but in fact i gived 100dmg per game and a lot of inconivence at foes pilots

now day with my ac2+ac5+ac10 i deal a good amount without heat and people often get back when not in assault :
especially the little speeders that harass whole lance when skilled
because i get a huge rate of fire and they fear the ac10 that output as gambling from my endless shooting

alone im a easy target walking 43kmh efficient from 0 to 1250m but really fatal after the range of large & medium lazer

i tried to make a quad ac2 chain but it seem not pass under the half second reloadtime what is anoying or a bug


View PostMerchant, on 26 April 2014 - 11:27 AM, said:

- Yeah, they can be defeated, best with teamwork. This is why anytime I see one in a match, I chat it to others and I usually get assistance in dealing with it.

the major problem is some of the variant as two i own dont show the real weapon they are equiped :CDA-3C CTF-4X never change their model when you swicth then people see a large lazer + 2hmg when i equip a tag+ac10 and for the other they see 2cannon when i got 3 or 4

Edited by depreciator, 26 April 2014 - 02:41 PM.


#27 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,608 posts
  • LocationSeraphim HQ: Asuncion

Posted 26 April 2014 - 03:58 PM

A Battletech Wiki, seen as this game is based on Battletech story and lore.

Some of it is just production times. Some of it is release schedule.

5 Mechs being released in June? News to me. At best, I can see the Uller, being the first of the Clan pack to be released, and an additional inner sphere mech also being released for the public. (However, we will still be seeing all the Clan Pack mechs that people preordered, as they get them all for buying them, compared to waiting for their free to buy release.)

Med lasers, in lore, was the staple weapon for most mechs. It was light and did decent enough damage. It is like the assault rifle of today.

Weapon meshes are a relatively new addon to the game. PGI has been slowly updating the older mechs with the new weapon skins. The Cataphract will have it's day. For now, it will always look like it's got it's stock weapons permanently built into it.

I still do not comprehend your problem here. So what if there isn't an assault mech that can take two AC20s yet. That shouldn't be an issue, seen as new mechs are always around the corner to be released...

#28 depreciator

    Member

  • PipPip
  • Private First Class
  • 44 posts

Posted 26 April 2014 - 05:33 PM

what a got trouble to understand is :
why the developers get out of the ballistic physic that was in mechwarrior3 & 2 that i played
and since they dont stick to the mechwarrior previous for basic fps gameplay then why they stick on thing that are from 1985 paper books & near none of the player know & care since the gameplay is more a counterstrike party than a universe warfare

i remind shooting a lot of tank & helico in the mechwarrior3 campaign and its scaled when i walked on a car its made me heating by its explosion if i remind well and the flamer & machinegun was not crit trick

all this just for say i wonder what happended at the superproduction team that released this marvel ?
is they got a bankrupty because lack of sale ?
and actually ?
myself for free without grade in codding i can release a complete model with anim evry weeks
then i bet a team paid for it can make better than one unit all the six months
its hard to check from the player side how this game is or not popular and well funded by transactions
for comparaison when i play the sony planetside2 i see how many player are ingame in one of the 8servers and it impressive despit they are marketing really strangely
as they get a care to not attract too much people
(that i can understand as a weakness of stability in the code or a lack of flexibility in the server slot wide so im not so much programmer
but i bet if they reached to make thousaned player in the same game
than cryengine can obivously allow to play at 64
as farcry serie do[despit farcry1 multi the worst laggy multi i ever played])
well what the problem in MWO ?
why 24players only ?
is related to the xbox ps3 acess ?
and why not respawn ?
why removed(as i read) repair reammo ?
what the futur ? just the same with more models ?
in fact in here just by hope because i self promised near ten year before to never play less than 64players and recently to never play non persistant map in non destructible environements (so since i buyed battlefield3 i get a bit colded and decided to not made same error with BF4 what seem not bringing anything more than frustration again
what the whole problem in video game industry ?
i seen 5year before a 128/256 player FPS game released on ps3 (MAG) and PC since seem to stale at 64
what the hell when world of warcraft and lot of RPG 3d realtime chalenge for unlimited player amount in the same party ?
what the fundamental diference ?
the raise growth curve seem stoped since battlefield2 gameplay that allowed air land sea FPS (destruction was already show in Duke nukem)
where the mechwarrior4 from xbox that allowed infantry hacking mech climbing building and pounding them ?
where the minecraft mechawarrior gameplay that allow to live all the day and to space travel in 3D exploiting asteroid and planning with thousand mates the planetary dropship invasion ?
damn more i become old more its seem to get back from me
maybe when i remind mechwarrior 3 im not very true about the quality of this game ?
after all this was not reflective water dynamic light & shadow and surely not so much more particule at screen
but im sure i was heatened when walking on cars/tanks

#29 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,608 posts
  • LocationSeraphim HQ: Asuncion

Posted 26 April 2014 - 06:16 PM

MWO is not produced by the same people who made previous MW titles. They can not use anything from a previous titles, besides what the BT franchise can/will let them. This means that mechanics from older games can't just be dropped into this one. (Such as the old mechlab, weapon styles, etc.)

The developers of this game wanted it to be more based on lore than previous MW titles where. Lore is mostly the table top game and the novels. So, a lot of the systems being used in this game have been based on the TT (Table Top) system for Battletech. This helps to differentiate this title from previous MW titles, as well as brings back a sense of the older battletech some of us still recall and love.

There has been some minor talk from PGI about having computer driven vehicles within the game, as well as a single player mode. However, these plans are "not for a very long time to come" before they really becomes considered. Read above about previous MW titles and MWO.


MWO may be based on Cryengine, but PGI had to just about rewrite the coding for Cryengine to make mech combat work. Cryengine was not designed for multiple weapons fire, units having "health", and a single unit having "different sections of health". It also has caused a lot of problems for missile based weapons in the past, as most of the missile coding is apparently written by PGI and not well supported by Cryengine.

Due to the extra load on Cryengine with having each mech have different sections, as well as having some weapons that can throw out up to 20 individual missiles to track in the game (for a single weapon, forget the rest), the servers can not support (till they streamline things more again maybe) more than 24 players in a match. (They probably could to more. So, why 24 players? Read up about lance and company formations on Sarna. We are basically fighting what would be considered probably a standard mech engagement for the BT universe, of a company of mechs vs another company of mechs. Each company is broken down into lances. Each lance is broken down into four mechs. Thus why it's 24 mechs total, 12 v 12.)

There is no relation that I know of to PS3 or Xbox for MWO. Those where different titles you probably experienced. (Example: Mechassault was on the Xbox, produced by Microsoft. Had nothing to do with PGI at that time.)

Respawn is not in the game as, in BT lore, once your mech is down, you are out of the fight. No magic repair. Not to mention, no respawn also is suppose to force players to play more tactically. This game was described as a simulator of the Battletech Mech combat.


Repair and Reammo (R&R) was removed due to some problems with income balancing, as well as some abuse. The abuse was the fact that you would get some ammo back for free, and then have to pay for the rest. Most people just didn't restock their ammo and took the free ammo instead, which was not the intent. So people where going into matches with less ammo than max. You also had people who would not repair their mechs when they were grinding c-bills. This lead to half dead mechs (as you would get free repairs enough to get the mech mobile again) on teams. These half dead mechs from the start of matches often would die extremely quickly and not contribute to the match, basically griefing the team they were on. There were other factors as well in it's removal.

Right now, we are looking forward to Community Warfare (CW). CW is suppose to let factions (or merc groups) fight over planets inside the Inner Sphere (lore based). Based on each factions performance/your contribution to the cause, your faction and you will gain extra benefits. Beyond that, expect more maps and mechs to play around with. (We are also looking forward to the "clan invasion" which will introduce a new mech type, omni mechs, into the game. If you want the dual AC20 on your mech, go to Sarna and look up the Direwolf (Dashi). For what clan mechs you can eventually get, look at the clan package being sold.)

We are suppose to see destructible terrain at some point. However, there are concerns about the lag it can cause to the system with an MMO such as this one. PGI is still trying to figure that one out.

Probably coding and datacalls. Those games might have had less data calls than MWO does. Recall that MWO, you have several health pools, a health pool for each section of your mech. And, each section of your mech can be targeted and shot at. You also have to consider the accuracy of this game, compared to the accuracy mechanics of a game such as WOW.

The game you are thinking for the Xbox was called Mechassault. I own it, but my Xbox360 could only play one of the two games, and then my 360 died... so I have as of yet to really play that game beyond a little test run.

I don't think you would want to try and play a continual live action style of MWO. You'd be technically waiting weeks or even months to get from one place to the next or for mech repairs... Beyond that, to have the system you are kinda hinting at, CW and the new Launch Module will provide some similar concepts.

MW3 was a decent game. This game has better Graphics. Game play, they are each different enough to make them too hard to compare for me. If you had to ask me, I'd say I like this game a little better, as I find game play smoother and the combat system more fluid.

#30 depreciator

    Member

  • PipPip
  • Private First Class
  • 44 posts

Posted 26 April 2014 - 07:39 PM

ok the game use 6 diferent part to target / kill per single player what at worst can be counted as a player
so its only 244 players
despite the compagnys are 12mech i seriously doubt than 3050lore command self limited a planetary invasion at so few without any chance of droping moire than 3 reentry vehicule
or just exiting from a defending garnison ...

but im modding a RTS that allow the same system and it still show at least 200unit per players and hundred of missile at screen (who are 32) and is just a engine amateurish free to use made without liscence and money
so i can be compared with any real time strategy where unit dont collide and really use projectile (what MWO dont do for ballistic curves)

and you know than battlefield call of duty vehicule and modern fps got destructible part with specially accurate targeting
that is really far to be true in MWO where the ppc ballistic missile explode at 3meter of any object including ground building houses and ennemy mecha

i can understand and trust that the developper team is limited in evrything and not choosed nor masterise this engine (who is probably not the best nor the less expensiv)

if evrything is about the cosmetic than its ok there is not much to complain
but as FPS its really one of the worst i tested despit lot of innovative feature especially the non human warriors

actually i can compare with the only serious persistant fps really MMO (named sony planetside2) and tecnically there is no limitation in the projectile amount nor from a 500players at screen

note : that i lag especially in mwo when it snow before the missiles start to raining

maybe the developer team is very reduced by quantity or quality i dont know but the problem isnot server side or client side
i personnally experimented large amount of lag when i made some codes (in the rts tool) without knowing exactlly what the impact on the computation :
for exemple i see in MWO than the missile are avoiding often grounds obstacles and make trajectory calculation by themself
and from a playerside its hard to determine if each of them travel by group or alone(maybe the devs spent all of their time to improve it ? w<hat is already never seen in any game that i know)

what i cannot understand is all the tecnical problem of the ballistic & PPC (no mention of the mecha here) :
why they seem to have a colision volume that affect more the static than the ennemy ?
its not possible to shoot near a edge or trought a space between two pipe (not tested trought legs space)
if a mech is covered just enought for shoot lazer to your face (catapult k2 arms lazer for exemple)then you cannot hit him by ppc or ac2 (not tested srm or streak or gauss)
because the projectile explode at proximity of the earth and if you try to shoot a bit more high it just pass top of the ennemy without exploding as a proximity fuze as i thinked firstly
(for exemple in the tunnel city its impossible to shoot between pillar if a mech that show only a arm and shoot you by lazer:
i specated near all game player using AC2 5 10 in city dont reaching to shoot near houses or walls side top under will make the projectile detonate at evry range of the obstacle less far than the exact diameter of the explosion )

secondly
the projectile from canon go in direct line at 1500m at the exact point where you sighted without a mm of fall or randomness and then explod midair (or just despawn not sure)
dont say me its in tabletop or because tecnical
evry game use ballistic randomness and gravitationnel since decade
(the worst is all map loading screen write the gravitation factor)
admit than the game will be largely better if just those two thing was not hapending

thirdly
it apper than flamer & explosions dont give damage or heat at all
(i spectated a thunderbolt equiped with 6or 8flamer trying and failing to shut down a passive ennemy)
and spectated a teamate flamed when already at 75% heat with for effect than the heat falled
dont say me its server or client or engine problem or for the lore or for make the gameplay less grieffing :
is it ?

Edited by depreciator, 26 April 2014 - 07:50 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users