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Cooling Down The Is Large Lasers...


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#281 Lightfoot

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Posted 18 March 2015 - 12:03 PM

View PostNightshade24, on 16 March 2015 - 07:55 PM, said:

mechlab changes are cannon.

but it's like 10 million c-bills to make ... say... a centurion to lose a LRM 10 for an SRM 6.


As far as I know Mechlab is always apocryphal and was made for MechWarrior PC games. Each game makes it's own rules based on the Mech attributes. I think you are confusing the allowed Field Modification of Omnimechs which do not require a Mechlab and only Omnimechs can do with something done in Mechlab. The Battle Tech Wiki has no reference to Mechlab.

So in reality the Inner Sphere mech configs should all be locked, but they make more deep function modifications than Clan omnimechs can. That's the opposite of the Canon, opposite of the spirit of the Lore as well. So it's wrong to lock all equipment changes for the Clan mechs and then try to nerf the game based on what a Clan heavy mech with Endo and FF can do (the Mad Cat). Either all Clan mechs have access to Endo and FF or there will be no balancing. Do as you wish, but that is just common sense.

#282 KodiakGW

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Posted 18 March 2015 - 02:53 PM

View PostMatthew Ace, on 17 March 2015 - 03:51 PM, said:

IS Large lasers of all types was mentioned to have GH change made permanent coming on the March 17th patch but nothing was mentioned in patch notes nor announced.

Can anyone from PGI confirm?


BUMP - Want to test some things in Testing Grounds when I get home. Need to know if still server side only.

#283 Nightshade24

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Posted 19 March 2015 - 12:52 AM

View PostLightfoot, on 18 March 2015 - 12:03 PM, said:


As far as I know Mechlab is always apocryphal and was made for MechWarrior PC games. Each game makes it's own rules based on the Mech attributes. I think you are confusing the allowed Field Modification of Omnimechs which do not require a Mechlab and only Omnimechs can do with something done in Mechlab. The Battle Tech Wiki has no reference to Mechlab.

So in reality the Inner Sphere mech configs should all be locked, but they make more deep function modifications than Clan omnimechs can. That's the opposite of the Canon, opposite of the spirit of the Lore as well. So it's wrong to lock all equipment changes for the Clan mechs and then try to nerf the game based on what a Clan heavy mech with Endo and FF can do (the Mad Cat). Either all Clan mechs have access to Endo and FF or there will be no balancing. Do as you wish, but that is just common sense.


Well it is technically cannon, that's where custom variants of mechs come from, Things like "Yen-lo-wang"

it was just lore based VERY expensive to do it... to modify a battlemech after it's fully made / produced.
For instance you can buy another 1 or 2 centurions for the price of upgrading a centurion (and in this case repairing the original chassi...) into the Yen Lo Wang.

3 centurions is better then 1.

but it was made for solaris, you only have the ONE, and you are just 1 pilot anyway. so a better centurion is better then a stock centurion.


Simular line of thought for the other mechs...


Catapult A1 "Special' was done because people were under attack and had the Catapult A1's, they can't produce or buy a mech right then and now so they modifide it to have 6 SRM 6's each. produced a good close up in-your-face mech when the enemies attacked again.


The Atlas Dan' is another example, moving the rear faced medium lasers to the arms, adding 2 more, and removed a missile launcher (this is what the boars head is based off hardpoint wise)


Nearly all hero mechs are "mechlab" modifications... and the Highlander 733c and 733p are also this as well.

As well as the Early blackknights with Jumpjets and ecm as part of field modification.


It is possible, but not often cost efficient. It may not be an actual "mech-lab" but it could be say a crane at a repair station to replace X equipment with Y equipment.

#284 Elizander

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Posted 19 March 2015 - 02:50 AM

But my Pretty Baby can only have 2 large lasers. :(

#285 Felicitatem Parco

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Posted 19 March 2015 - 09:32 AM

I wonder if they are closer to final approval for this...

#286 Mad Porthos

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Posted 19 March 2015 - 09:38 AM

Final approval for what, Prosperity?

#287 Punk Oblivion

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Posted 19 March 2015 - 10:47 AM

Well the mechlab now says "firing 3 or more will result in a heat spike". If that is any indication

#288 Averen

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Posted 19 March 2015 - 10:49 AM

I don't think the new laser heatscale was ever taken back (russ noted they kept it in after the update), and the warning in the mechbay is just a bug.

#289 Felicitatem Parco

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Posted 19 March 2015 - 12:18 PM

View PostMad Porthos, on 19 March 2015 - 09:38 AM, said:

Final approval for what, Prosperity?


Well, if the Mechlab still says firing 3 causes a heatspike, and the training grounds still causes heatspikes when you fire 3, then that means the change is still unofficial (in testing phase).

If you no longer get heat spikes when firing 3 LL in the new training grounds, then that would mean it's "official" since it's working client-side and thus is fully integrated.

#290 VoodooLou Kerensky

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Posted 20 March 2015 - 07:49 AM

Now how about getting rid of ALL ghost heat for the Clan weapons? If Clans are supposed to have 'Superior Technology' (which is just better maintained and understood current technology since the Clans hadnt lost it over the Centuries, as the Inner Sphere has) then where is it reflected when Clan LBX has a Lower Range than its IS Counterpart while weighing the same, taking the same amount of slots and doing the same damage? And wheres my Slug rounds? My Reflective and Reactive Armor and Elementals? Yeah our weapons are so bad assed thats why CW has devolved to Ice Ferret/IS Light Zergs and why I have to run an extra 7 HS on my Timby to fire 1 ER Large 1 AC10 2 Small Lasers and 2 Small Pulse and if I get too overzealous I shutdown while some Firestarter runs around all day firing 5 medium lasers all the while taking hit after hit and shrugging them off as flesh wounds. And about CW, are the planets ever going to mean anything other than bragging rights? If so wouldnt it make sense to test that at the same time (since your calling CW beta), that way you can see what kind of impact having so many planets/systems and only so many pilots when it comes to having to defend a planet your unit has a 'flag' on, economic impacts, logistics et cetera et cetera? That will save you time and effort for when you can go 'live' with CW and not have to make adjustments like ghost heat and quirks and et al ad nauseum like you have so far. Did no one bring this up (or were they just ignored?) during the bull sessions that have to go on to even get the project off the ground?
If not I think that alone strongly recommends you hire me for 'Mr Doom and Gloom' or 'Reality Checker' position, and I could really use a job. Just think you'll be paying me to pay you to buy Mechs and Gewgaws in a game that I helped to balance so others could pay you too!

Edited by VoodooLou Kerensky, 20 March 2015 - 08:27 AM.


#291 Voivode

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Posted 20 March 2015 - 08:20 AM

View PostElizander, on 19 March 2015 - 02:50 AM, said:

But my Pretty Baby can only have 2 large lasers. :(


With the quirks and cooldown level 5 module those twin LL on a Pretty Baby have a cooldown of 1.88 seconds. For reference, a small laser has a cooldown of 2.25 seconds. On top of that, the duration for LL on PB is 0.7 seconds. Again, for reference a small laser has a duration of 0.75 seconds. That's a fairly mean pair of large lasers.

#292 Gorgo7

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Posted 20 March 2015 - 01:41 PM

F the Clan.
They get nothing.
NOTHING!

Edited by Gorgo7, 20 March 2015 - 01:47 PM.


#293 Araevin Teshurr

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Posted 21 March 2015 - 05:51 AM

Thank you for this change, Going up against clans was dissapointing - as it should have been at first; over time, IS gear gets steadily better, than a good match for clan tech. I want my IS targeting computer!!

#294 xProteusx

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Posted 29 March 2015 - 06:28 AM

It wont save you this time.

#295 Drakhan

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Posted 30 March 2015 - 08:35 AM

soooo now every mech and its mother is running 3 large laser builds.......

i kinda feel that this change has hurt the diversity of builds in this game

#296 Anakha

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Posted 30 March 2015 - 12:12 PM

Is this test going to be over soon? 3 IS LL with no ghost heat is massively overpowered and needs to be removed. When will this be done?

#297 anonymous161

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Posted 30 March 2015 - 11:22 PM

How about rolling back the clan laser nerfs? I'd call it even. Should never have happened.

#298 Svarn Lornon

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Posted 30 March 2015 - 11:53 PM

What exactly do you complain about? For the tonnage of 1 IS LL, you can put in 5 Clan ER ML without heat penalty which roughly have the same range and only slightly less damage per laser.

#299 TwentyOne

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Posted 31 March 2015 - 03:47 PM

Good job PGI, and by extension, all of Canada!

#300 Felicitatem Parco

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Posted 01 April 2015 - 08:00 AM

View PostAnakha, on 30 March 2015 - 12:12 PM, said:

Is this test going to be over soon? 3 IS LL with no ghost heat is massively overpowered and needs to be removed. When will this be done?


It will be done as soon as Clan ERML get a ghost heat threshold of 3.

3Clan ERML deal 21 damage @ ~400m, so if the IS is capped to 2 LL, then the Clans should be capped at 3 CERML.

Also, they would have to drop the weight of a ISLL by a few tons to make things fair, too.

Edited by Prosperity Park, 01 April 2015 - 08:01 AM.






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