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Cooling Down The Ac/2 ... Try 2...


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#1 Paul Inouye

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Posted 04 February 2015 - 10:45 AM

As of last patch, the Inner Sphere Autocannon 2 and the Clan Ultra Autocannon 2 had their Heat Scale removed. As of today we just added the Clan (Regular) Autocannon 2 to that list.

Please note: This temporary change is for testing purposes. Temporary changes like this are done server side and the client does not override the values. This means that the information in MechLab when equipping more than 2 AC2's is incorrect. There is no Heat Scale but the MechLab warning widget will say there is. Another thing is that the 0 Heat Scale values do not carry over into Training Grounds. Training Grounds are 100% client authoritative so you WILL see Heat Scale in Training Grounds.

That being said, go get your dakka-dakka on!

#2 ArmyOfWon

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Posted 04 February 2015 - 11:02 AM

I cannot say how happy I am to see Heat Scale being removed, no matter how slowly. Progress is progress!

Still, I can't help but think a quick hot fix for client values would be nice as well...

#3 Loganauer

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Posted 04 February 2015 - 11:12 AM

Hope the heat system gets redone soon so you can remove heat scale entirely someday.

#4 Punk Oblivion

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Posted 04 February 2015 - 11:18 AM

Yay! Just in time for my day off too! Time to bring the dakka-pocalypse!

#5 Tarogato

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Posted 04 February 2015 - 11:45 AM

SRM2's next? Pwease? My Locusts are crying. ='3

#6 Gauvan

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Posted 04 February 2015 - 12:56 PM

I'm glad that under performing weapons are getting a balance pass and I think heat scaling is a very valid way to go about it. But, I like heat scaling overall as a balance mechanic and I'd hate to see it it gotten rid of.

#7 Kamies

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Posted 04 February 2015 - 01:54 PM

It is good that you try something with underperforming AC2s but this change really affects only a few mechs and only a few builds. Lowering cooldown value would be more important than cooling down the weapon :P DPS is the issue and not the heat.

#8 luigi256

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Posted 04 February 2015 - 02:16 PM

I'm going to try this out as soon as I can.

I have several AC 2 builds on mechs that have collected dust as they were pretty much useless compared to anything else.

#9 Nightmare1

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Posted 04 February 2015 - 02:19 PM

Way...too...cool!!!!
:D

#10 Rasc4l

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Posted 04 February 2015 - 02:29 PM

What Kamies said. Bringing the DPS to at least AC/5 level would be the logical next step in making AC/2 viable.

#11 Peiper

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Posted 04 February 2015 - 03:01 PM

Ghost heat is silly. I would argue that rather that ghost heat, slow down the rate of fire. I know that it would make the games last longer (except for those deadly alphas that will inevitably come from it), but if you like your alpha builds, you should take awhile to cool down during which time your enemy can hit back. If you make ALL weapons take twice as long to recharge, and remove ghost heat, I wonder what would happen?

I'm pretty sure this would slow down some of the carnage in the game, but I'd like to see it anyway. When I picture battlemechs fighting, I picture the battles going a long time as pilots carve layer after layer of armor off their opponent. Fights between a pair of assaults should be like heavyweight boxing matches. Teamwork is the only thing that should bring down mechs quickly. (Kinda like what we have already with a dozen guys trying to kill a firestarter. Oh wait, that's sarcasm. I actually am serious.)

#12 Domenoth

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Posted 04 February 2015 - 03:54 PM

View PostPaul Inouye, on 04 February 2015 - 10:45 AM, said:

Please note: This temporary change is for testing purposes.

View PostArmyOfWon, on 04 February 2015 - 11:02 AM, said:

Still, I can't help but think a quick hot fix for client values would be nice as well...

I see absolutely no reason to tweak two things to accomplish a test when all you need to tweak is one (i.e. modify server AND client instead of just the server). I agree it would be nice, but spending the time to update the client when if the change get's reverted you have to spend pretty much the same amount of time changing the client back? I say that's too much wasted effort for an "if" that might not stick around.

#13 WVAnonymous

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Posted 04 February 2015 - 03:55 PM

Hmmm, 6 AC2 DireWolf... Smurfy here I come!

#14 aniviron

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Posted 04 February 2015 - 09:46 PM

Just out of curiosity, what sort of metrics are you tracking to decide whether or not the removal of GH on the (u)AC2s will stay or go?

#15 Lordred

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Posted 04 February 2015 - 10:40 PM

Hex AC/2 Ho!

#16 Serpieri

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Posted 04 February 2015 - 10:47 PM

Don't stop just on the AC2's - Ghost heat has to go.

#17 Lordred

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Posted 04 February 2015 - 11:24 PM

Thank you.




The Hex AC/2 Build

Edited by Lordred, 04 February 2015 - 11:32 PM.


#18 Kmieciu

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Posted 05 February 2015 - 12:08 AM

View PostLordred, on 04 February 2015 - 11:24 PM, said:

Thank you.




The Hex AC/2 Build


You could have killed that guy instantly with one 2xGauss salvo.... for 2 heat. Instead you've used up all of your heat capacity and wasted 20 seconds and over 1 tonne of ammo.

I wish all of my opponents used AC2s.

AC2s are "fun", the same way UAC20 are. Lots of dakka for little effect.

#19 Lordred

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Posted 05 February 2015 - 12:10 AM

Then you have nothing against no ghost heat on the ac2.

#20 ShinVector

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Posted 05 February 2015 - 12:16 AM

View PostLordred, on 05 February 2015 - 12:10 AM, said:

Then you have nothing against no ghost heat on the ac2.


Makes you wonder why Flamers had to have ghost heat too ? Doesn't it ?





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