#101
Posted 29 January 2015 - 08:37 AM
But, I'm _very_ happy they won't be totally screwed up by the myriad of problems they had with ghost heat, any problems will be solely due to weapon balance.
#102
Posted 29 January 2015 - 08:41 AM
strooka, on 29 January 2015 - 07:49 AM, said:
Seriously, keep in mind, that the ac2s have superior range and speed to the ac5s. they are no brawling weapon.
Even with ghost heat, i ran well a triple uac2 nova.
Everyone told me "this is not OP, don't use it", but i had fun with it. even with my dual uac20 warhawk.
If you want to make mwo even stupidier then go without ghost heat. this draws me even more off mwo, and i play it more seldom than now, being ****** off once more.
Just remember, what about theese so called "superior" skilled cw teams, all using the same op mech and raging over the map? no matter wether it is a ppc thunderbolt, or a laser stormcrow, cw is such boring nowadays, i quitted it.
wat
#103
Posted 29 January 2015 - 08:42 AM
#104
Posted 29 January 2015 - 08:44 AM
I am glad to see them rethinking their position on the AC2 though. I had a Raven 4X joke build that used them as an anti-gausskat measure once upon a time, and remember fondly the days of making people's screen shake like an earthquake was hitting them while they took minor damage.
#106
Posted 29 January 2015 - 10:26 AM
AdamBaines, on 29 January 2015 - 06:56 AM, said:
Here you go.... Here is an old macro for the dakka dakka for Autohotkey
; What key will you press to toggle the dakka on or off?
dakka_toggle := "F5"
; What key will you press to unleash the dakka upon your puny foes?
dakka_key := "LButton"
Hotkey *%dakka_key%, commence_dakka
Hotkey *%dakka_key% up, cease_dakka
Hotkey *%dakka_toggle%, toggle_dakka
return
commence_dakka:
if GetKeyState(dakka_key, "P")
send {3 down}
else
return
sleep 125
if GetKeyState(dakka_key, "P")
send {4 down}
else
return
sleep 125
if GetKeyState(dakka_key, "P")
send {5 down}
else
return
sleep 125
if GetKeyState(dakka_key, "P")
send {6 down}
else
return
return
cease_dakka:
send {3 up}
send {4 up}
send {5 up}
send {6 up}
return
toggle_dakka:
dakka_is_off := !dakka_is_off
SoundBeep
if dakka_is_off {
Hotkey *%dakka_key%, off
Hotkey *%dakka_key% up, off
}
else {
Hotkey *%dakka_key%, on
Hotkey *%dakka_key% up, on
}
return
#107
Posted 29 January 2015 - 10:28 AM
#108
Posted 29 January 2015 - 11:08 AM
LORD TSARKON, on 29 January 2015 - 10:26 AM, said:
The trick is adapting it for 6xAC2 on the King Crab.
I think adding a 2nd AC2 to group 3 and 4 is probably the answer, as it increases the chance that the first 4 rounds will impact. Perhaps even make the 3rd group contain 3 AC2s. This build should be rather powerful in terms of DPS, but require a lot of face tanking, something the crab is not great at.
Edited by Greenjulius, 29 January 2015 - 11:09 AM.
#110
Posted 29 January 2015 - 12:03 PM
#111
Posted 29 January 2015 - 12:29 PM
I do not mind if map selection is random, but I have not seen Boreal Vault since this 'test'.
#112
Posted 29 January 2015 - 01:20 PM
you is guys only want a powerfuller mech thats all.
#113
Posted 29 January 2015 - 04:32 PM
Kael 17, on 29 January 2015 - 12:29 PM, said:
I do not mind if map selection is random, but I have not seen Boreal Vault since this 'test'.
It's not at all random; first and last are Boreal, 2nd is Hot, 3rd is Cold, 4th is hot, etc...
Always static, alternating between the two.
Edited by Mcgral18, 29 January 2015 - 04:32 PM.
#114
Posted 29 January 2015 - 05:35 PM
Edited by Lazerblazer, 29 January 2015 - 05:40 PM.
#115
Posted 29 January 2015 - 05:40 PM
Lazerblazer, on 29 January 2015 - 05:35 PM, said:
Read the update... PGI edited the post. They reset it back to normal because their change somehow disabled clan lower arm actuators... I'm still head scratching on that one. That's like changing your mind about putting on shoes because every time you try to put on your shoes your cat gets pregnant. I just don't understand how their code could be so confusing... those things aren't even connected...
#117
Posted 29 January 2015 - 05:49 PM
wanderer, on 28 January 2015 - 10:10 PM, said:
To me it really sounds more like the kind of thing that happens when a developer makes changes to some file and doesn't tag them properly or check them in/commit their changes the right way, or a developer doesn't notice another developer changed something in the source copy they are working with when making their own changes.
#118
Posted 29 January 2015 - 05:52 PM
strooka, on 29 January 2015 - 01:20 PM, said:
you is guys only want a powerfuller mech thats all.
You're a looney.
AC/2's, even without Ghost Heat, are still not very good autocannons.
They're still the lowest DPS, and (by an enormous margin) the hottest. Where they'd be best (coupled with ERLL's, for example) this heat prevents their use.
Currently, AC/2's are flat out bad, and even just two of them can easily trigger ghost heat.
#119
Posted 29 January 2015 - 05:55 PM
Lazerblazer, on 29 January 2015 - 05:47 PM, said:
It's because of the way that Ghost heat is calculated. It doesn't matter if you only have 3 AC2s on your mech... They fire fast enough that if you stagger fire even 2 of them, they start stacking counters on each other because they fire fast enough that the counters don't wear off before the next shot goes off. It's a pretty broken system if you ask me, or maybe that is intentional. I'm not sure, but I'd say that being able to get ghost heat from only 2 AC2s is pretty broken.
#120
Posted 29 January 2015 - 06:02 PM
Aargh! Apparently this thread to got taken down (It contained their position at the time™). Some of you may remember the graphic it had that explained the phenomenon really well.
As xNoSkillz mentioned the exponential buildup of heat while stagger-firing is a "bi-product" of how heat scale is calculated. Every AC/2 which is fired within .5 seconds of another AC/2 (the standard Ghost Heat mechanic) counts as an additional weapon in heat scale calculation. Fire 2-3 at the same time, no heat penalty. Fire even 2 with alternate timing, the game thinks you're shooting 12 AC/2s "within .5s of each other" after just 3 seconds of fire.
So, each additional "macro-fired" AC/2 adds an increasingly severe heat penalty with each shot.
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