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Quirks Revised Again


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#21 Redshift2k5

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Posted 21 October 2014 - 07:04 AM

View Postkapusta11, on 21 October 2014 - 06:40 AM, said:

I'm curious about stacking, what kind of it? Additive or multiplicative? If it's the former than 0-50% buffs are in fact 0-100% ones.


Added. Every buff and nerf in MWO is added, no fancy multiplicative. If it's two +25% buffs you get an overall flat rate +50% buff.

View PostLogan Hawke, on 21 October 2014 - 06:49 AM, said:

Personally I'd have preferred a bit more of a skew towards stock config but this works pretty well. Looking forward to it. Implemented early November right?


Scheduled for Nov 4th patch. (next patch after today's patch)

#22 Tezcatli

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Posted 21 October 2014 - 07:07 AM

It's a nice compromise. At least this way the lesser popular variants still have something they can be good at.

#23 kapusta11

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Posted 21 October 2014 - 07:30 AM

Funny part is that 50% cooldown buff gives 100% increased dps.

#24 EvilCow

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Posted 21 October 2014 - 07:39 AM

View Postkapusta11, on 21 October 2014 - 07:30 AM, said:

Funny part is that 50% cooldown buff gives 100% increased dps.


Funny? just math because it is not a "buff" but a 50% reduction in recycle time.

#25 Greenjulius

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Posted 21 October 2014 - 07:42 AM

These quirks are looking better by the day. Very excited to run some of my "crappy" mechs with buffs. I'm looking at you stinky Huginn and Oxide.

Edited by Greenjulius, 21 October 2014 - 07:45 AM.


#26 kapusta11

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Posted 21 October 2014 - 07:44 AM

View PostEvilCow, on 21 October 2014 - 07:39 AM, said:


Funny? just math because it is not a "buff" but a 50% reduction in recycle time.


Funny because it's yet another PGI's oversight, increase is actually exponential.

25% = 33%
50% = 100%
66% = 200%
75% = 300%

Edited by kapusta11, 21 October 2014 - 07:45 AM.


#27 BARBAR0SSA

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Posted 21 October 2014 - 07:50 AM

View Postkapusta11, on 21 October 2014 - 07:44 AM, said:


Funny because it's yet another PGI's oversight, increase is actually exponential.

25% = 33%
50% = 100%
66% = 200%
75% = 300%



Imagine a dual AC20 JM with %50 reduction...you could chain fire AC20 rounds.

I have a feeling clan mechs aren't going to be all that great after the quirks.

#28 Shadow Magnet

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Posted 21 October 2014 - 07:53 AM

PGI got me really excited for Nov 4th! Can't wait to try out all the old mechs again that were collecting dust for so long.

Interesting enough I noticed lots more of IS mech in the matches I played yesterday - people are preparing for CW?
And also interesting, the IS mechs were doing very good often. Especially some Griffin pilots were on a rampage.
But where are the Shadow Hawks these days? :mellow:

But then I also had a match where a red team Adder was top match score & damage with 4 kills and 849 damage :rolleyes:
Shame on the blue team Dire Whales :P

#29 K0M3D14N

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Posted 21 October 2014 - 07:56 AM

View Postshad0w4life, on 21 October 2014 - 07:50 AM, said:



Imagine a dual AC20 JM with %50 reduction...you could chain fire AC20 rounds.

I have a feeling clan mechs aren't going to be all that great after the quirks.


Clan mechs are still going to be able to pack on a buttload more firepower than any IS mech short of maybe a Banshee could even dream about. I think we're still going to see a ton of Stormcrows, Timberwolves, and Direwolves in drops.

#30 Ozzy Stormlight

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Posted 21 October 2014 - 07:56 AM

View Postkapusta11, on 21 October 2014 - 07:44 AM, said:


Funny because it's yet another PGI's oversight, increase is actually exponential.

25% = 33%
50% = 100%
66% = 200%
75% = 300%


how the **** did you come up w/those numbers??

the numbers are added/subtracted (as stated) . the proposed 25% for the ac20 cool down can only EVER be increased via the use of modules . and then is only 12%. so for an extra 3mil, you would get 37%..

ijust dont see how your "math" makes any sense.

BTW nice one PGI :) love the attention to the IS. (not that im clan or IS specific) :)

#31 Sorbic

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Posted 21 October 2014 - 08:01 AM

View PostBelorion, on 21 October 2014 - 06:34 AM, said:


I think at this point they have gone above and beyond for the forum whiners for a change that doesn't go too far. Any further and it takes away from what they are trying to do... so if the forum whiners could drop it now that would be good.

Of course I probably have better luck telling the global community to stop engaging in armed conflict.


There's a difference between whining and expressing legitimate concerns and so far most people see content with this idea. Of course there will always be folks who don't like something but this does seem like a better idea which maxes a lot more people happy.

#32 kapusta11

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Posted 21 October 2014 - 08:03 AM

View PostStormlight, on 21 October 2014 - 07:56 AM, said:


how the **** did you come up w/those numbers??

the numbers are added/subtracted (as stated) . the proposed 25% for the ac20 cool down can only EVER be increased via the use of modules . and then is only 12%. so for an extra 3mil, you would get 37%..

ijust dont see how your "math" makes any sense.

BTW nice one PGI :) love the attention to the IS. (not that im clan or IS specific) :)


Example 1:
25% AC5 Quirk
Cooldown before 1.66
Cooldown after 1.245
DPS before 3
DPS after 4
4 is higher than 3 by third which is 33% (1.33 multiplier)

Example 2:
50% AC5 Quirk
Cooldown before 1.66
Cooldown after 0.83
DPS before 3
DPS after 6
6 is two times higher than 3, thus 100% increase (2.0 multiplier)

Edited by kapusta11, 21 October 2014 - 08:07 AM.


#33 Greenjulius

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Posted 21 October 2014 - 08:17 AM

If the current game dictates how buffs stack, take the Clan Targeting computer and Weapon module 5 for instance. In the case of the Clan ERML, the module and TC ignore each other and only increase the base level of the weapon, 400 meters.

The Weapon Module 5 gives it 7.875% more range, an increase of 31.50m.

TC1 gives it 4.5% more range, an increase of 18 meters.

The end result is 449 meters effective range. The two only stack on the base value, they don't increase exponentially.

Edited by Greenjulius, 21 October 2014 - 08:19 AM.


#34 Apnu

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Posted 21 October 2014 - 08:22 AM

View PostLogan Hawke, on 21 October 2014 - 06:49 AM, said:

Personally I'd have preferred a bit more of a skew towards stock config but this works pretty well. Looking forward to it. Implemented early November right?

yes.

#35 kapusta11

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Posted 21 October 2014 - 08:26 AM

View PostGreenjulius, on 21 October 2014 - 08:17 AM, said:

If the current game dictates how buffs stack, take the Clan Targeting computer and Weapon module 5 for instance. In the case of the Clan ERML, the module and TC ignore each other and only increase the base level of the weapon, 400 meters.

The Weapon Module 5 gives it 7.875% more range, an increase of 31.50m.

TC1 gives it 4.5% more range, an increase of 18 meters.

The end result is 449 meters effective range. The two only stack on the base value, they don't increase exponentially.


I was talking about cooldown quirk and how it affects DPS, it's different.

#36 MeiSooHaityu

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Posted 21 October 2014 - 08:38 AM

With greater DPS comes greater heat too.

The quicker you fire, the quicker heat is applied. The first few volleys may come quicker, but it will get you to the redline faster. Then the DPS becomes less of an issue when your waiting to fire once your mech cools enough.

Its nice for applying some damage a little quicker, but doesn't help as much under sustained fire.

Just something to keep in mind.

#37 Triban

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Posted 21 October 2014 - 08:47 AM

View Postkapusta11, on 21 October 2014 - 07:44 AM, said:


Funny because it's yet another PGI's oversight, increase is actually exponential.

25% = 33%
50% = 100%
66% = 200%
75% = 300%

View Postshad0w4life, on 21 October 2014 - 07:50 AM, said:



Imagine a dual AC20 JM with %50 reduction...you could chain fire AC20 rounds.

I have a feeling clan mechs aren't going to be all that great after the quirks.

Good luck with dat heat management bro.

#38 kapusta11

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Posted 21 October 2014 - 08:54 AM

View PostTriban, on 21 October 2014 - 08:47 AM, said:

Good luck with dat heat management bro.


6 hps if you wait for Ghost Heat penalty time to wear off, not that high actually.

#39 Triban

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Posted 21 October 2014 - 10:02 AM

View Postkapusta11, on 21 October 2014 - 08:54 AM, said:


6 hps if you wait for Ghost Heat penalty time to wear off, not that high actually.


Then you should factor that 0.5 sec waiting per shot into your calculations.

#40 pulupulu

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Posted 21 October 2014 - 03:50 PM

View PostMoonUnitBeta, on 21 October 2014 - 07:01 AM, said:

I dunno about you guys but it seems like it was just something they were going to do anyways? But with the delay for including into the patch he was able to split them up in this patch instead of later on? Or am I reading it wrong and they made the change because of the feedback?

Yes, I think this thread had influence.

http://mwomercs.com/...96#entry3827696





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