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Temporary Cooldown (Ac2)

Heat Scale

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#101 Wintersdark

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Posted 29 January 2015 - 08:37 AM

They still won't be good weapons - they weren't even particularly good weapons back when they first got ghost heat, despite having much linger range and much higher DPS. They were usable, but still not very good.

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 Mcgral18

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Posted 29 January 2015 - 08:41 AM

It looks like we'll have to extend this test...maybe to the following Friday :ph34r:

View Poststrooka, on 29 January 2015 - 07:49 AM, said:

Why not an instant player kill button?

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 Macksheen

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Posted 29 January 2015 - 08:42 AM

If ghost heat goes, my SHD-2H goes back to silly build for fun. I do enjoy the dakka, and will play it in the normal queues for the immense satisfaction.

#104 Tim East

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Posted 29 January 2015 - 08:44 AM

And then, the community petitioned for a flamer rework, and everybody lived happily ever after.

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.

#105 Wintersdark

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Posted 29 January 2015 - 10:13 AM

View PostMcgral18, on 29 January 2015 - 08:41 AM, said:

It looks like we'll have to extend this test...maybe to the following Friday :ph34r:



wat
I took a great deal of willpower for me not to respond to that... Whatever it was.

#106 LORD TSARKON

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Posted 29 January 2015 - 10:26 AM

View PostAdamBaines, on 29 January 2015 - 06:56 AM, said:

Man, there are a TON of all-star coders here on the boards tonight huh, imparting their knowledge on how NOT to code. Interesting.

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 Bigbacon

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Posted 29 January 2015 - 10:28 AM

can't wait to test this. Have multiple AC2 mechs with 2 or 3 of them.

#108 Greenjulius

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Posted 29 January 2015 - 11:08 AM

View PostLORD TSARKON, on 29 January 2015 - 10:26 AM, said:

Here you go.... Here is an old macro for the dakka dakka for Autohotkey


The trick is adapting it for 6xAC2 on the King Crab. :D

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.


#109 AdamBaines

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Posted 29 January 2015 - 11:28 AM

View PostLORD TSARKON, on 29 January 2015 - 10:26 AM, said:

Here you go.... STUFF


Very nice, but not what I was goin for ;-)

#110 Felio

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Posted 29 January 2015 - 12:03 PM

6 weapon groups, 6 ballistic hard points on my free king crab, Logitech gaming mouse...

#111 Kael Posavatz

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Posted 29 January 2015 - 12:29 PM

I wonder, has monkeying with this altered the map rotation on CW?

I do not mind if map selection is random, but I have not seen Boreal Vault since this 'test'.

#112 NQ strooka_ace ZOD

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Posted 29 January 2015 - 01:20 PM

(stuff) <-reported

you is guys only want a powerfuller mech thats all.

#113 Mcgral18

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Posted 29 January 2015 - 04:32 PM

View PostKael 17, on 29 January 2015 - 12:29 PM, said:

I wonder, has monkeying with this altered the map rotation on CW?

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 Lazerblazer

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Posted 29 January 2015 - 05:35 PM

Tried this with 4xac2 on jm6-s. Doesn't seem to work correctly. Heat buildup when stagger firing is much stronger than when alpha firing: Initial couple of stagger fired volleys seem fine but then the guns just get very hot. Almost like an exponential growth Probably not though.

Edited by Lazerblazer, 29 January 2015 - 05:40 PM.


#115 xJohnWolf

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Posted 29 January 2015 - 05:40 PM

View PostLazerblazer, on 29 January 2015 - 05:35 PM, said:

Tried this with 4xac2 on jm6-s. Doesn't seem to work correctly. Heat buildup when stagger firing is much stronger than when alpha firing: Initial couple of stagger fired volleys seem fine but then the guns just get very hot. Almost like an exponential growth.


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...

#116 Lazerblazer

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Posted 29 January 2015 - 05:47 PM

View PostxNoSkillz, on 29 January 2015 - 05:40 PM, said:

They reset it back to normal because their change somehow disabled clan lower arm actuators...

Ah, right you are! Still, the extra heat buildup when stagger firing seemed very strange.

#117 Skarlock

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Posted 29 January 2015 - 05:49 PM

View Postwanderer, on 28 January 2015 - 10:10 PM, said:

I am in awe at the sheer entanglement of code that weds an incredibly kludgy attempt to apply a heat penalty to the function of Omnimech arm movement.


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 Wintersdark

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Posted 29 January 2015 - 05:52 PM

View Poststrooka, on 29 January 2015 - 01:20 PM, said:

(stuff) <-reported

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 xJohnWolf

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Posted 29 January 2015 - 05:55 PM

View PostLazerblazer, on 29 January 2015 - 05:47 PM, said:

Ah, right you are! Still, the extra heat buildup when stagger firing seemed very strange.


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 Leigus

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Posted 29 January 2015 - 06:02 PM

http://mwomercs.com/...an-explanation/
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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