#1
Posted 28 January 2015 - 03:48 PM
We are going to temporarily take Heat Scale off of the AC/2's (both IS and Clan). They will still generate normal heat, it's just that Heat Scale will no longer kick in when firing multiples at one time.
This is effective immediately and will run until the end of business day Friday. We will be monitoring metrics and feedback while this is active.
-Paul
p.s. This test is to analyze the effects of Heat Scale, considering where the game is at now, in early 2015
UPDATE:
This change inadvertently disabled Clan Lower Arm Actuators. We're reverting today's changes with the AC/2 ghost heat test until we can figure out what caused this. Clan arm actuators should be functional again, as of about a minute ago.
#2
Posted 28 January 2015 - 03:57 PM
I wasn't going to play this week - had too much going on - but I'll have to dust off my AC2's to see how there are now. With ghost heat, they've been largely unusable, mostly due to how easy it was to accidentally trigger ghost heat even with just two.
#3
Posted 28 January 2015 - 04:00 PM
Stopping Heat Scale would be wonderful!
#4
Posted 28 January 2015 - 04:02 PM
#5
Posted 28 January 2015 - 04:04 PM
GLEEE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Crap. I'm in a match without AC/2s.. WHY!? WHY ME!?
I wanna try it nao!
#6
Posted 28 January 2015 - 04:05 PM
Does this mean that the AC/2, CAC/2, and UAC/2 can also get cooldown modules if the test goes well?
Edited by FupDup, 28 January 2015 - 04:08 PM.
#7
Posted 28 January 2015 - 04:06 PM
EDIT: "This change inadvertently disabled Clan Lower Arm Actuators. We're reverting today's changes with the AC/2 ghost heat test until we can figure out what caused this."
Are you kidding me?! How can slots and heat be connected? Mad skillz...
Edited by Rasc4l, 29 January 2015 - 06:12 AM.
#8
Posted 28 January 2015 - 04:10 PM
Haters can't hate on AC/2 love.
#9
Posted 28 January 2015 - 04:15 PM
#10
Posted 28 January 2015 - 04:16 PM
Oh and since Paul's announcing this, does that mean CW is now done and he's back on weapon balance?
Edited by Moenrg, 28 January 2015 - 04:17 PM.
#11
Posted 28 January 2015 - 04:17 PM
Now lets see what happens.
Bringing this back.
#12
Posted 28 January 2015 - 04:23 PM
if you guys absolutely have to put the heat penalty back on the AC2, it might be a good idea to increase the reset timer >0.5s for that particular weapon
at least for weapons with CD close to 0.5s. it literally breaks chain fire for those weapons
Edited by Tennex, 28 January 2015 - 04:29 PM.
#13
Posted 28 January 2015 - 04:30 PM
#14
Posted 28 January 2015 - 04:32 PM
Koniving, on 28 January 2015 - 04:17 PM, said:
Now lets see what happens.
Bringing this back.
Another thing I notice about that video, its an 8v8 right? I notice how there is ALOT more movement and people spreading about the map. Almost seems like its proved the point to me, 8v8 would only be good for this game. It would promote people to spread out more, prevent the deathball, kinda increase TTK by default and just make the game a more enjoyable experience.
And that RoF...dear god......
Edited by LordKnightFandragon, 28 January 2015 - 04:32 PM.
#15
Posted 28 January 2015 - 04:34 PM
Divine Retribution, on 28 January 2015 - 04:30 PM, said:
Macros reduce the firing rate to make the weapon usable, otherwise the heat will melt you down (not to mention that massive DPS with pinpoint FLD).
Gotta have a macro to keep it down and keep it from getting overpowered.
Watch this. That slow steady rate? That's the macro.
Wait til I do the full speed (which is to NOT use the macro).
#16
Posted 28 January 2015 - 04:38 PM
LordKnightFandragon, on 28 January 2015 - 04:32 PM, said:
That burst fire is beautiful, isn't it? Like a 3 round burst. And that firing rate? Super slow compared to the regular firing rate.
Anyway first try... found AC/2s completely worthless. Gonna try without the macro this time. (No ghost heat though and no overheat.) A Centurion just laughed at me and destroyed my King Crab.
Round 2... this time in the testing ground. Increased the rate of the macro to 100 miliseconds between each attempt to pull the trigger (from 300 miliseconds), and hit massive ghost heat.
Edited by Koniving, 28 January 2015 - 04:43 PM.
#17
Posted 28 January 2015 - 04:39 PM
#18
Posted 28 January 2015 - 04:43 PM
#19
Posted 28 January 2015 - 04:47 PM
#20
Posted 28 January 2015 - 04:48 PM
Paul Inouye, on 28 January 2015 - 03:48 PM, said:
This is effective immediately and will run until the end of business day Friday. We will be monitoring metrics and feedback while this is active.
Is it actually active now? Testing grounds still seems to generate GH with 3 AC2s when stagger-fired. Though, I have yet to test a live server.
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