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Temporary Cooldown (Ac2)

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#21 LT. HARDCASE

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Posted 28 January 2015 - 04:53 PM

This is also for the UAC2, right?

#22 Koniving

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Posted 28 January 2015 - 04:55 PM

View PostKoniving, on 28 January 2015 - 04:38 PM, said:

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. :(


Discovery!
AC/2 ghost heat is in the Testing Grounds.
But not in matches, did not have the above mentioned issues in actual matches.
However even without ghost heat the closer to standard AC/2 firing rate was still pretty unbearable heatwise.

View PostMcgral18, on 28 January 2015 - 04:48 PM, said:


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.

See above.

#23 Chiron

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Posted 28 January 2015 - 04:56 PM

View PostTennex, on 28 January 2015 - 04:39 PM, said:

The only problem with AC2 chaining back then was the screenshake. Maybe just reduce the shake

That was waaaaay back. They have done exactly that already, and ac2 shake is SIGNIFICANTLY less that it used to be.

#24 Divine Retribution

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Posted 28 January 2015 - 04:57 PM

Follow up thought: If the removal of ghost heat holds can we expect AC/2 UAC/2 cooldown modules?

#25 Mcgral18

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Posted 28 January 2015 - 04:59 PM

View PostMcgral18, on 28 January 2015 - 04:48 PM, said:


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.

View PostKoniving, on 28 January 2015 - 04:55 PM, said:


Discovery!
AC/2 ghost heat is in the Testing Grounds.
But not in matches, did not have the above mentioned issues in actual matches.
However even without ghost heat the closer to standard AC/2 firing rate was still pretty unbearable heatwise.


See above.


Yep, Dakka Dakka AC2s are alive.

Edited by Mcgral18, 28 January 2015 - 04:59 PM.


#26 LT. HARDCASE

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Posted 28 January 2015 - 04:59 PM

View PostDivine Retribution, on 28 January 2015 - 04:57 PM, said:

Follow up thought: If the removal of ghost heat holds can we expect AC/2 UAC/2 cooldown modules?

Makes no sense to not have the modules. They claimed the AC2 exclusion was due to ghost heat, but then gave certain mechs AC2 cooldown quirks that exceed what a cooldown mod would give.

#27 Deathlike

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Posted 28 January 2015 - 05:00 PM

I like how bad design decisions are being slowly reversed.

It has always been a sign of bad balance decisions when they are often mentioned in relationship to bad or joke builds.

#28 Hobo Dan

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Posted 28 January 2015 - 05:02 PM

So no ghost heat in matches, because its still there in testing grounds...

#29 Tennex

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Posted 28 January 2015 - 05:03 PM

View Postchiron, on 28 January 2015 - 04:56 PM, said:

That was waaaaay back. They have done exactly that already, and ac2 shake is SIGNIFICANTLY less that it used to be.


oh good. Well its not like the AC2 chain mechs are going to shake anymore than a Dakkawolf

#30 Koniving

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Posted 28 January 2015 - 05:08 PM

View PostMcgral18, on 28 January 2015 - 04:59 PM, said:


Yep, Dakka Dakka AC2s are alive.

Join me on a Dakka train?
6 AC/2s is a joke.
12 AC/2s are frightening
18 AC/2s is terrifying.
24 AC/2s is a slaughter.

Edited by Koniving, 28 January 2015 - 05:11 PM.


#31 Hobo Dan

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Posted 28 January 2015 - 05:11 PM

Made 6xAC/2 King Crab, joined match, dakka, dakka, dakka, fatal error, disconnect.

The world makes sense again...

#32 Rhialto

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Posted 28 January 2015 - 05:11 PM

Well glad I kept my BNC-3E, I was most interested in keeping the 3M only but since I still had the 3E in inventory I've build this with the XL360 I had on hands. You can add ERLL range module to bring everything over 720m.

#33 Bartholomew bartholomew

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Posted 28 January 2015 - 05:17 PM

THANK GOD YES!!!!! Can't wait to try them out again later. Gonna go back to playing darkstar one for rest of night though. Have fun, and thanks!

#34 Reno Blade

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Posted 28 January 2015 - 05:18 PM

Just a quick late night match with my King Crab.
2xAC5, 3x AC2, 2ML
STD 300 and lots of ammo with 13DHS and case.
http://mwo.smurfy-ne...cca6a5660b47b9f

lots of fun with that dakka without extra heat. Gonna do more tomorrow and also test my old 2xAC5 2xAC2 Jaeger in automatic fire mode :)

#35 Nik Reaper

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Posted 28 January 2015 - 05:19 PM

So can we expect the lower elo bracket to start complaining again how they are dying under more sustained fire, or will this not affect thing too much, efftciency wise?

#36 SolCrusher

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Posted 28 January 2015 - 05:24 PM

Now that was refreshing. Got to drop with 6 AC2 and did 600+ dmg and 4 kills. Fear the dakka, laugh at me while I laugh at you for staying under my cross hairs.

Edited by SolCrusher, 28 January 2015 - 05:25 PM.


#37 Koniving

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Posted 28 January 2015 - 05:35 PM

So macro games... barely pulling between 200 and 400 and 1 kill.

Non macro, feel this is totally overpowered at some points.

#38 Mcgral18

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Posted 28 January 2015 - 05:36 PM

I think I found a bug that appeared at the same time; lower arm actuators on Clam mechs don't work anymore.

View PostKoniving, on 28 January 2015 - 05:08 PM, said:

Join me on a Dakka train?
6 AC/2s is a joke.
12 AC/2s are frightening
18 AC/2s is terrifying.
24 AC/2s is a slaughter.


Are UAC2s ghost heat free? I'd have to get into a live match to test them. Or is it just the larger cAC2s?

#39 SolCrusher

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Posted 28 January 2015 - 05:38 PM

Live matches are ghost heat free. My macro worked just fine for me :)

#40 Koniving

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Posted 28 January 2015 - 05:43 PM

View PostMcgral18, on 28 January 2015 - 05:36 PM, said:

Are UAC2s ghost heat free? I'd have to get into a live match to test them. Or is it just the larger cAC2s?

Supposedly all. Only been testing regular IS AC/2s though.





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