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Will They Ever Nerf The Huginn?


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#41 Light-Speed

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Posted 14 July 2015 - 01:13 AM

Huginn:

Typically used with 2 SRM 4s because of quirks.

One SRM 4 = alpha of 8.6

2 SRM 4 = alpha of 17.2

View PostEl Bandito, on 13 July 2015 - 11:46 PM, said:


And Light mechs are not suppose to have 17 DPS while running over 150 kph. Mechs are supposed to pay for extreme DPS with weight and sluggishness.

:mellow:



2 SRM 4 on Huginn dmg is 17.2.

With modules + quirk, reload time is 1.485 seconds.

Howdid you come up with 17 dps :o???

Edited by Nightingale27, 14 July 2015 - 01:33 AM.


#42 El Bandito

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Posted 14 July 2015 - 01:53 AM

View PostNightingale27, on 14 July 2015 - 01:13 AM, said:

Huginn:

Typically used with 2 SRM 4s because of quirks.

One SRM 4 = alpha of 8.6

2 SRM 4 = alpha of 17.2


:mellow:


2 SRM 4 on Huginn dmg is 17.2.

With modules + quirk, reload time is 1.485 seconds.

Howdid you come up with 17 dps :o???


With modules and quirks it has 67% faster cooldown. Which means it has 0.9 second cooldown. 17.2 damage per 0.9 second is over 17 DPS.

Edited by El Bandito, 14 July 2015 - 01:55 AM.


#43 MeiSooHaityu

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Posted 14 July 2015 - 02:11 AM

The Huggin was recently nerfed a long with all other lights. It was when PGI gave us the last HSR patch. Now lights are noticeably easier to hit and apply damage to. Huggins are now just that easier to hit and kill.

#44 YokiLin

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Posted 14 July 2015 - 02:11 AM

Srm4 cooldown time is 3sec,
huginn Quiks is, srm4 +25%, misslle weapons cooldown +25%, srm4 cooldown mod is 12%

Srm4 cooldown time on huggin is = 3" * (1 - 0.25 ) * ( 1-0.25) * (1-0.12) = 1.485sec

2srm4 = 17.2

17.2 / 1.485sec = 11.58dps

idk why cooldown time is 0.9see, and 17dps :blink:

Edited by YokiLin, 14 July 2015 - 02:17 AM.


#45 El Bandito

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Posted 14 July 2015 - 02:20 AM

View PostYokiLin, on 14 July 2015 - 02:11 AM, said:

Srm4 cooldown time is 3sec,
huginn Quiks is, srm4 +25%, misslle weapons cooldown +25%, srm4 cooldown mod is 12%

Srm4 cooldown time on huggin is = 3" * (1 - 0.25 ) * ( 1-0.25) * (1-0.12) = 1.485sec

2srm4 = 17.2

17.2 / 1.485sec = 11.58dps

idk why cooldown time is 0.9see, and 17dps :blink:



Sigh, education system nowadays. Just look here. Right at 2:14 he fires one alpha and at 2:15 he fires another.



The cooldown is way faster than 1.485 sec. It is around slightly less than 1 sec.

I know what the hell I am talking about.

Edited by El Bandito, 14 July 2015 - 02:22 AM.


#46 bad arcade kitty

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Posted 14 July 2015 - 02:22 AM

View PostYokiLin, on 14 July 2015 - 02:11 AM, said:

Srm4 cooldown time is 3sec,
huginn Quiks is, srm4 +25%, misslle weapons cooldown +25%, srm4 cooldown mod is 12%

Srm4 cooldown time on huggin is = 3" * (1 - 0.25 ) * ( 1-0.25) * (1-0.12) = 1.485sec

2srm4 = 17.2

17.2 / 1.485sec = 11.58dps

idk why cooldown time is 0.9see, and 17dps :blink:


ughm

you count it a bit weird

it should be 3*(1-0.25-0.25-0.12) = 1.14 sec

#47 El Bandito

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Posted 14 July 2015 - 02:29 AM

View Postbad arcade kitty, on 14 July 2015 - 02:22 AM, said:


ughm

you count it a bit weird

it should be 3*(1-0.25-0.25-0.12) = 1.14 sec



Don't forget to factor in the 5% from Fast Fire skill tree.

Edited by El Bandito, 14 July 2015 - 02:30 AM.


#48 bad arcade kitty

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Posted 14 July 2015 - 02:36 AM

View PostEl Bandito, on 14 July 2015 - 02:29 AM, said:



Don't forget to factor in the 5% from Fast Fire skill tree.


yeah, i just corrected that calculation, didn't make a complete one

3*(1-0.25-0.25-0.12-0.05) = 0.99 sec

#49 El Bandito

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Posted 14 July 2015 - 02:39 AM

View Postbad arcade kitty, on 14 July 2015 - 02:36 AM, said:


yeah, i just corrected that calculation, didn't make a complete one

3*(1-0.25-0.25-0.12-0.05) = 0.99 sec


Yep this is the correct answer. Which means the Huginn does in fact deals around 17.37 DPS.

Edited by El Bandito, 14 July 2015 - 02:40 AM.


#50 Davegt27

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Posted 14 July 2015 - 02:46 AM

I think everyone that is calling for Huggin Nerf should send money to people that bought Huggins

Then they can nerf it

Sound good


#51 El Bandito

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Posted 14 July 2015 - 02:49 AM

View PostDavegt27, on 14 July 2015 - 02:46 AM, said:

I think everyone that is calling for Huggin Nerf should send money to people that bought Huggins

Then they can nerf it

Sound good


Only thing I will do is to slap Huginn owners with the EULA, now that I presented my view. I buy every single mech/weapon/equipment/module/camo/color knowing that they will be subject to change.

Edited by El Bandito, 14 July 2015 - 02:51 AM.


#52 Tiger Dad

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Posted 14 July 2015 - 06:18 AM

I'm sorry, I think I missed the part where you explained why you were alone and the Huginn was allowed to get within 270 meters of you with your LPLs. I usually can't get that close to people in my Huginn without the opponent's teammates lurming me or shooting at me. Was it near match end where people get iso'ed? That's where the Huginn is most dangerous if it stays patient.

#53 Khobai

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Posted 14 July 2015 - 06:27 AM

im all for nerfing innersphere more. clans arnt superior enough as is.

#54 Bishop Steiner

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Posted 14 July 2015 - 06:29 AM

View Posttucsonspeed6, on 13 July 2015 - 04:08 PM, said:

1v1, Alpha versus Alpha, a light and an assault square off, and one barely walks away? That's what I call balance.

toe to toe? Not even close. A light should be able to beat an Assault, yes. But never by standing toe to toe and slugging it out. If they can do that, AND go 3x the speed of an Assault, what use is there in any other class?

Only way a Light should beat an assault is by strafing, flanking, ambushing, hit and run.

Edited by Bishop Steiner, 14 July 2015 - 06:52 AM.


#55 Sjorpha

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Posted 14 July 2015 - 06:39 AM

Huggin is a gimmick with the crazy quirks, but it isn't actually overpowered.

It's nowhere near being the strongest IS light, or even the best raven.

I'd love it if the Huggin was good in a slightly different way, and worth taking the 4 machine guns on, but it doesn't actually need to be weaker on the whole than it is now.

It's a light DPS brawler, which is a pretty awkward role to play and balance, it needs to be able to brawl and leverage DPS somehow, no way around that really. But it would be much cooler if the machine guns were part of the optimal setup.

#56 Bishop Steiner

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Posted 14 July 2015 - 06:53 AM

View PostSjorpha, on 14 July 2015 - 06:39 AM, said:

Huggin is a gimmick with the crazy quirks, but it isn't actually overpowered.

It's nowhere near being the strongest IS light, or even the best raven.

I'd love it if the Huggin was good in a slightly different way, and worth taking the 4 machine guns on, but it doesn't actually need to be weaker on the whole than it is now.

It's a light DPS brawler, which is a pretty awkward role to play and balance, it needs to be able to brawl and leverage DPS somehow, no way around that really. But it would be much cooler if the machine guns were part of the optimal setup.

I think balancing the DPS with some extra heat, so that it has high DPS in bursts, would be a possible way. But the idea of offsetting quirks caused too much rage in the past.

Then offset that with some decent MG quirks, like a DPS or Crit boost. So that one has incentive to run the MG, and a need to, during cool offs.

Edited by Bishop Steiner, 14 July 2015 - 06:54 AM.


#57 TexAce

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Posted 14 July 2015 - 06:58 AM

Show me, where did the bad light touch you?

A call for nerfing lights after the latest HSR fix is like really really low

Edited by TexAce, 14 July 2015 - 06:59 AM.


#58 Ascaloth

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Posted 14 July 2015 - 07:03 AM

View PostBishop Steiner, on 14 July 2015 - 06:53 AM, said:

I think balancing the DPS with some extra heat, so that it has high DPS in bursts, would be a possible way. But the idea of offsetting quirks caused too much rage in the past.

Then offset that with some decent MG quirks, like a DPS or Crit boost. So that one has incentive to run the MG, and a need to, during cool offs.


The Huggin is pretty much like the Dragon 1N, high dps on a glass chassi demanding total facetime. When the meta is deliver maximum damage in less time then twist or hide away, these DPS mechs are something totally different and much more fun still being effective. Maybe the meta will be those DPS mechs someday...who knows...

#59 Sjorpha

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Posted 14 July 2015 - 07:10 AM

View PostBishop Steiner, on 14 July 2015 - 06:53 AM, said:

I think balancing the DPS with some extra heat, so that it has high DPS in bursts, would be a possible way. But the idea of offsetting quirks caused too much rage in the past.

Then offset that with some decent MG quirks, like a DPS or Crit boost. So that one has incentive to run the MG, and a need to, during cool offs.


Some people will always rage when things get "nerfed" to matter what the context is, it's just not worth paying attention to.

The Huggin is not too strong, and neither is any of the other "overquirked" mechs currently, but...

...at the same time weapons should behave like expected. SRM4s should not fire faster than SRM2s, AC5s should not behave like AC2s, medium pulse lasers should not have the range of large lasers, and so on.

It's the whole catch 22 of balancing factions by quirks, you need super strong quirks to achieve the balance, but super strong quirks are...well they're ridiculous, lock down builds and warps the whole game. There is no way out of it that doesn't address the underlying problem of unbalanced technology at it's core.

#60 GreyNovember

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Posted 14 July 2015 - 07:20 AM

You want a Huginn nerf?

Okay.

I'd like to keep my horrific autorockets strapped to my two side torsos. Those things are FUN.

In return, I ditch the cooling quirks; infact, I'd be fine if they were in NEGATIVES, as in I'd heat up even more if I did any of that circling and face rocketing. This way I can only ever launch off, at most? 3 alphas until the next one threatened to shut me down at 95% if I was in Terra Therma.

Mind you 3 Alphas that spread over the enemy mech's body. That can spread more if he catches me lining him up.

But I had still better be able to strike fear into you with those 3 alphas. If you don't want me to be able to seriously wound an assault 1 on 1, I want to force that assault to look behind him because of the rapid impacts to his backside. Then I can run away and pull back to my team to cool down.

Sound fair?





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