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Clan Weapons, 2 Weeks To Go And Still Many Questions


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#21 MisterPlanetarian

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Posted 06 June 2014 - 01:45 AM

We also need to remember that PGI's release builds go into testing two weeks before release. They are probably using this time to make any changes before release.

We already know how Omnimechs will work. You could copypaste the IS damage values on clan gear and it'd still be better because of the weight savings and crit slot efficiency.

#22 VanillaG

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Posted 06 June 2014 - 07:05 AM

View PostSaber Avalon, on 05 June 2014 - 09:15 AM, said:


Russ stated the clan patch is in testing lockdown, so no more changes till release. They know.

That is not correct. The testing lockdown is for new features/enhancements. During this 2 week time the only changes that get added are issues discovered by the testers. So it could be conceivable that they are tweaking stats as well as bug fixing any new mechanics that were added.

#23 DEMAX51

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Posted 06 June 2014 - 07:42 AM

I think they might be loathe to give us any hard data on weapon stats so that people can't go back later, after Clan weapons are nerfed, and say "THOSE AREN'T THE SAME ITEMS I PAID FOR! GIVE ME A REFUND! I'M SUING FOR FALSE ADVERTISING! BAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!" or something like that.

#24 TibsVT

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Posted 06 June 2014 - 07:46 AM

View PostDEMAX51, on 06 June 2014 - 07:42 AM, said:

I think they might be loathe to give us any hard data on weapon stats so that people can't go back later, after Clan weapons are nerfed, and say "THOSE AREN'T THE SAME ITEMS I PAID FOR! GIVE ME A REFUND! I'M SUING FOR FALSE ADVERTISING! BAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!" or something like that.
They could at least let us see what's in testing. Last time I asked for clarification on something all I got was the NDA speech.

Edited by KelesK, 06 June 2014 - 07:46 AM.


#25 Gaulwa

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Posted 07 June 2014 - 04:38 PM

Theses questions amongh many others are the reasons I did not buy any clan mech.

I am waiting to see more details before throwing a few hundreds dollards blindly. No purchase before I can play around a mech on smurphy :P
I guess this will be too late for this offer and will wait the next one.

Edited by Gaulwa, 07 June 2014 - 04:41 PM.


#26 J0anna

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Posted 10 June 2014 - 10:27 PM

Well I, for one, am not very pleased about most of the announcement for our weapons. I wanted a lot more info. I can imagine it will be nearly impossible to single tap UAC-2's and that double tapping 3 will bring up Ghost heat of 6, simply because PGI didn't think of it. I am actually fine with the direction they are going with AC's and PPC's, but to leave the freebirth weapons able to have pinpoint damage while almost all of ours is spread does not sound balanced to me (at least not for 12 Mans and CW, I couldn't care less about the public que). Sadly, most of my questions remain unanswered, as I suspect they will be until the 17th.

However the initial description of the Targeting Computer really sounds too good to be true. What we lack in being able to single out parts of mechs for destruction, we gain in significant increases in critical chance. So while it may take us longer to blast through armor, when we do we should be able to more quickly take down the freebirth. I can't see how PGI will release targeting computers with these stats and truthfully I expect to wind up around 1% increased critical chance and 5% faster target info for type I and 7% increased critical and 12% faster info for type VII. But as is, I will definitely be making room on almost all of my Omnimechs for Targeting computers.

#27 Lily from animove

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Posted 11 June 2014 - 01:47 AM

View PostMoenrg, on 10 June 2014 - 10:27 PM, said:

Well I, for one, am not very pleased about most of the announcement for our weapons. I wanted a lot more info. I can imagine it will be nearly impossible to single tap UAC-2's and that double tapping 3 will bring up Ghost heat of 6, simply because PGI didn't think of it. I am actually fine with the direction they are going with AC's and PPC's, but to leave the freebirth weapons able to have pinpoint damage while almost all of ours is spread does not sound balanced to me (at least not for 12 Mans and CW, I couldn't care less about the public que). Sadly, most of my questions remain unanswered, as I suspect they will be until the 17th.

However the initial description of the Targeting Computer really sounds too good to be true. What we lack in being able to single out parts of mechs for destruction, we gain in significant increases in critical chance. So while it may take us longer to blast through armor, when we do we should be able to more quickly take down the freebirth. I can't see how PGI will release targeting computers with these stats and truthfully I expect to wind up around 1% increased critical chance and 5% faster target info for type I and 7% increased critical and 12% faster info for type VII. But as is, I will definitely be making room on almost all of my Omnimechs for Targeting computers.


yes at last Mark 1 is a joke, 1ton 1 slot for all that buff I get. WOAHHHH, silly not going with a Mark 1 at least. On better mechs, pulse lasers + range for a new kind of more pinpoint like gameplay. Much fun to eb announced here ^^. Clanmechs will still be elss customieable, but they do indeed still sound like a lot of fun.

On the other sid,e because of those s lot DHS, Clanmechs will be totally overstuffed with components. Loads of bounty C-bills for the freebirth's to salvage.

Edited by Lily from animove, 11 June 2014 - 01:57 AM.


#28 Pariah Devalis

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Posted 11 June 2014 - 07:15 AM

http://mwomercs.com/...791-weaponsxml/



Edit.

Deleting the highlights as Niko has pulled the XML thread. Since they do not want us to see this, I will pull my highlights from here.

Edited by Pariah Devalis, 11 June 2014 - 08:23 AM.


#29 Marauder3D

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Posted 11 June 2014 - 07:29 AM

Man I'm pumped to try out the UAC-10 and UAC-20 on my Stormcrow!

#30 Lily from animove

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Posted 11 June 2014 - 07:38 AM

wow medium clan pulselasers have 1.1 sec duration? so only 0,2 seconds duration less. Thats totally worthless in terms of "pulse" laser.

#31 101011

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Posted 11 June 2014 - 07:48 AM

View PostPariah Devalis, on 11 June 2014 - 07:15 AM, said:


Wow...the medium pulse will take longer to fire than a standard medium. The more I hear about the Clan weapons, the more convinced I am that Clan v. Clan matches will be amazing. Clan v. IS...well, we will see. Anyways, it looks to be great fun in 6 days!

Edited by 101011, 11 June 2014 - 08:27 AM.


#32 J0anna

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Posted 11 June 2014 - 07:56 AM

View PostPariah Devalis, on 11 June 2014 - 07:15 AM, said:



Good sweet lord what great work, more highlights:

Clan LBX rounds have double the speed (roughly) of AC rounds (UAC rounds are the same as AC's) and maintain 3xrange.

ERSL have no Ghost heat
ERML have Ghost heat @ 7
ERLL have Ghost heat @ 3

Small pulse is worthless (3.4 damage for 2.4 heat while ERSL have 5 damage for 2 heat - both have same range)
M Pulse has same stats as ERML (so not worth the weight)
L Pulse is slightly better than ERLL (11.8 for 8)

UAC-2's have no Ghost heat, nor do Clan AC-2's
UAC-5's have no Ghost Heat, nor do Clan AC-5's
UAC-10's have Ghost heat @ 3, but Clan AC-10's have none
UAC-20's have Ghost heat @ 2, as do Clan AC-20's (which is worst than freebirth heat penalty)

#33 Lily from animove

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Posted 11 June 2014 - 08:16 AM

View PostMoenrg, on 11 June 2014 - 07:56 AM, said:


Good sweet lord what great work, more highlights:

Clan LBX rounds have double the speed (roughly) of AC rounds (UAC rounds are the same as AC's) and maintain 3xrange.

ERSL have no Ghost heat
ERML have Ghost heat @ 7
ERLL have Ghost heat @ 3

Small pulse is worthless (3.4 damage for 2.4 heat while ERSL have 5 damage for 2 heat - both have same range)
M Pulse has same stats as ERML (so not worth the weight)
L Pulse is slightly better than ERLL (11.8 for 8)


beware the beam durations,

ERLL have 1,5 secs, and LPL 1,3.
ERML have 1,3 and MPL 1,1

So CLan Pulselasers are kinda better IS regular lasers. in terms of heat/damage and range. Not thaaaat bad compared to IS tech. But quite bad compared to their regular Clan Version. But those clan Versions come with a very biig beam duration.

#34 Pariah Devalis

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Posted 11 June 2014 - 08:20 AM

The benefit of pulse lasers is not just the beam duration, but the packeted damage. While a normal laser might do, say, 10 ticks of damage over its duration, a pulse laser is doing 5 I believe. So, the clan ERLLas is doing 1.125 damage per tick, whereas the clan LPLas is doing 2.36 per tick. More than double per register.

#35 FireSlade

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Posted 11 June 2014 - 08:23 AM

View PostPariah Devalis, on 11 June 2014 - 07:15 AM, said:

Snip

Thanks for posting that, although TOC breach? :lol: One thing that I did notice is that the CERPPC has splash damage and only does 10 damage. Now the question is, does it act like the missiles and does 10 damage for the initial hit and then 2.5 damage to the surrounding areas or does it do 7.5 damage up front and 2.5 damage for splash? If it is the latter then the poor Warhawk is going to suffer from too much heat for little to no gain. Might be smarter just to run Clan ER Lasers or Pulses.

Edited by FireSlade, 11 June 2014 - 08:28 AM.


#36 Pariah Devalis

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Posted 11 June 2014 - 08:24 AM

View PostFireSlade, on 11 June 2014 - 08:23 AM, said:

Thanks for posting that, although TOC breach? :lol: One thing that I did notice is that the CERPPC has splash damage and only does 10 damage. Now the question is, does it act like the missiles and does 10 damage for the initial hit and then 2.5 damage to the surrounding areas or does it do 7.5 damage up front and 2.5 damage for splash? If it is the latter then the poor Warhawk is going to suffer from too much heat for little to no gain. Might be smarter just to run Clan ER Lasers or Pulses.


They said it does 10 and 2.5 to two adjacent sections. Hits to the arm or leg results in the loss of 2.5 damage, apparently.

Also, I pulled my "highlights" as it seems Niko just removed the XML thread. I request you remove my highlights in the quote, as well. XD

Edit: Thanks you two.

Edited by Pariah Devalis, 11 June 2014 - 08:29 AM.


#37 FireSlade

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Posted 11 June 2014 - 08:31 AM

View PostPariah Devalis, on 11 June 2014 - 08:24 AM, said:


They said it does 10 and 2.5 to two adjacent sections. Hits to the arm or leg results in the loss of 2.5 damage, apparently.

Also, I pulled my "highlights" as it seems Niko just removed the XML thread. I request you remove my highlights in the quote, as well. XD

Just did. I can live with the 15 total and some splash, I was just worried about the less than 15 damage but still dealing with 15 heat on a mech with no backups unless you run the C Config.

#38 Pariah Devalis

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Posted 11 June 2014 - 08:34 AM

Mmhm. Considering that I am planning to run a modified C for the Warhawk... Split the LPlas and ERPPC evenly between the arms, downgrade the tarcomp to a Mk 3 or Mk 4, and load up on DHS. Or eschew the TarComp altogether and slap on an SSRM4. Not sure which way I will go with that yet.

Edited by Pariah Devalis, 11 June 2014 - 08:34 AM.


#39 FireSlade

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Posted 11 June 2014 - 08:42 AM

View PostPariah Devalis, on 11 June 2014 - 08:34 AM, said:

Mmhm. Considering that I am planning to run a modified C for the Warhawk... Split the LPlas and ERPPC evenly between the arms, downgrade the tarcomp to a Mk 3 or Mk 4, and load up on DHS. Or eschew the TarComp altogether and slap on an SSRM4. Not sure which way I will go with that yet.

From the sounds of it that targeting comp. might be worth the SSRMs for the Pulse Lasers and PPC speed boost. I was thinking of running a modified A Config on one of my Timber Wolfs (2 CERPPCs, 2 SSRM6s, a couple of ERSLs and lots of DHS, possibly JJs if I can fit them).

#40 Pariah Devalis

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Posted 11 June 2014 - 08:44 AM

Very solid sounding Timber Wolf. Mine is going to be on an S chassis: 2 ERPPC, 1 ERMLas, 4 SRM4, 2 tons of ammo, 3 jump jets, and 22 DHS. Wish I could find 4 tons to upgrade those SRM with artemis, but it would be too hot if I dumped heat sinks, lose too much armor if I shaved that off, and have insufficient or negligible jump capability if I messed with the remaining jump jets.





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