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Paul Inouye Posted A Clarification On How Clan Lasers Are Nerfed (Not As Bad As You Thought) And How No-Lock On Will Affect Laser Damage.


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#21 Hans Von Lohman

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Posted 14 October 2015 - 03:15 PM

View PostGas Guzzler, on 14 October 2015 - 03:07 PM, said:

RIP Black Knight, between ML range and loss of heat gen quirks, it has nothing.

:mellow:


This is 100% wrong. The heat generating quirks are not going to be removed on the live servers. They are on the test server so they can get less variables to test. It is a test server, so who cares?

On the live servers you get to keep your quirks you have.

Read the PTS patch notes. It even says that.

#22 FupDup

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Posted 14 October 2015 - 03:15 PM

View PostInspectorG, on 14 October 2015 - 03:14 PM, said:

Needs Emeror Palpatine Meme.

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#23 SilentWolff

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Posted 14 October 2015 - 03:16 PM

Keep the white Knighting alive! Even Stevie Wonder can see this game has been a failure.

#24 Gas Guzzler

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Posted 14 October 2015 - 03:16 PM

View PostHans Von Lohman, on 14 October 2015 - 03:15 PM, said:


This is 100% wrong. The heat generating quirks are not going to be removed on the live servers. They are on the test server so they can get less variables to test. It is a test server, so who cares?

On the live servers you get to keep your quirks you have.

Read the PTS patch notes. It even says that.


For now, but I don't have a lot of confidence that when the great re-balance goes live, quirks like that will remain.

I read the PTS, can you say with 100% certainty that that quirk will remain when all of this go live? If not, then I'm not 100% wrong!

#25 InspectorG

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Posted 14 October 2015 - 03:17 PM

View PostFupDup, on 14 October 2015 - 03:15 PM, said:

Posted Image


'atta boy!

#26 Madcap72

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Posted 14 October 2015 - 03:18 PM

Lets have fixed focal point lasers that only do damage within a narrow range from optimum instead! Want to boat ERLL? Cool, zero damage from 0m to say 500m. Max damage from 500.01 to 600. Zero damage past 600.01.

Oh wait, real life fixed focus lasers wouldn't be fun. LOL


The other fun thing, this mechanic really does a lot of what people who keep trying to push some crazy concept of convergence believe should be implemented. ;)

Or maybe we should go full on lore, and the targeting computer is the only thing that ranges the hud accurately and can't really target much past 400m because lostech? That would make things better right?


Or, OR... just play the PTS and if you're adult enough, leave constructive feedback on what works and what doesn't.

#27 Gas Guzzler

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Posted 14 October 2015 - 03:19 PM

I also wonder, they have target acquisition time set to 0 seconds for the test server. If/when we have to wait a few seconds to get target lock before firing at range, is this going to become StareDownWarrior Online? See what happens to TTK when that happens!!

#28 Burktross

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Posted 14 October 2015 - 03:20 PM

View PostKraftwerkedup, on 14 October 2015 - 02:57 PM, said:

Yeah its totally worse than I thought.

Yup. I thought we were talking max ranges, not optimal ranges.
SQUAWK

#29 InRev

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Posted 14 October 2015 - 03:21 PM

View PostGas Guzzler, on 14 October 2015 - 03:19 PM, said:

I also wonder, they have target acquisition time set to 0 seconds for the test server. If/when we have to wait a few seconds to get target lock before firing at range, is this going to become StareDownWarrior Online? See what happens to TTK when that happens!!


View PostEl Bandito, on 14 October 2015 - 05:29 AM, said:

Obligatory:

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#30 oldradagast

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Posted 14 October 2015 - 03:22 PM

View PostMadcap72, on 14 October 2015 - 03:18 PM, said:


Or, OR... just play the PTS and if you're adult enough, leave constructive feedback on what works and what doesn't.


I don't need to waste hours of my time downloading another instance of this game to know that creating "ghost damage" loss for some weapons (or any weapons) is idiotic.

Variable Cone of Fire is the only answer, not more illogical, random, and impossible to justify mechanics that punish new players and PUG's and which - ironically - do nothing to actually prevent the pinpoint alpha kill, but rather just delay it a bit.

#31 InspectorG

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Posted 14 October 2015 - 03:22 PM

View PostMadcap72, on 14 October 2015 - 03:18 PM, said:



Or, OR... just play the PTS and if you're adult enough, leave constructive feedback on what works and what doesn't.


You expect a lot out of the interwebs...

#32 Shadow Magnet

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Posted 14 October 2015 - 03:23 PM

View PostGas Guzzler, on 14 October 2015 - 03:19 PM, said:

I also wonder, they have target acquisition time set to 0 seconds for the test server. If/when we have to wait a few seconds to get target lock before firing at range, is this going to become StareDownWarrior Online? See what happens to TTK when that happens!!


It's a shame that PGI actually didn't include any targeting delay beside the ECM change in this PTS run.

But then, the description of the laser changes that PGI gave is not correct / not what is actually on the PTS: non-locked targets reduce *both* optimum and maximum laser range.

#33 Troutmonkey

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Posted 14 October 2015 - 03:23 PM

View PostHans Von Lohman, on 14 October 2015 - 02:56 PM, said:

I.E.

I.S. Medium laser = 162 meters/540 meters without a lock
C-ER Medium laser = 243 meters/567 meters without a lock

I.S. Medium laser = 270 meters/540 meters with a lock
C-ER medium laser = 405 meters/567 meters with a lock

Posted Image

Again, don't freak out. This is the Public Test Server. It may fall in a heap and send them back to the drawing board and do something else. That is what testing is for.


I'm freaking out, this is worse than expected. Peak and shoot lights are going to have a lot of trouble if they don't get a chance to lock before shooting. I can understand why they're doing it, and it's probably a good thing for balance in some places, but laser optimal range shouldn't be affected by anything. It'd be fine if it was just the fall off that was effected.

This is going to be hell to communicate with the player in game

#34 Kraftwerkedup

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Posted 14 October 2015 - 03:25 PM

Yeah if it was past optimal, and were just taking about extended to max range...no biggy. That could even be a positive change. Laser vomit is pretty out of control.

I dont think Ghost Damage is the way to handle the problem at all, but seeing as PGI cant do anything complex, since they dont have the desire or the talent hired to do that, it might work.

Just straight kicking lasers in the nuts and calling it "role warfare" was a bad call. They had to know that coming up with it, that they just created a new hidden arbitrary Ghost Heat type system..

Now we also need a way to tell who has targeted us, on top of an icon saying were targeted....this just opens up a can of worms.

#35 Burktross

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Posted 14 October 2015 - 03:25 PM

View PostKraftwerkedup, on 14 October 2015 - 03:24 PM, said:

Yeah if it was past optimal, and were just taking about extended to max range...no biggy. That could even be a positive change. Laser vomit is pretty out of control.

I dont think Ghost Damage is the way to handle the problem at all, but seeing as PGI cant do anything complex, since they dont have the desire or the talent hired to do that, it might work.

Just straight kicking lasers in the nuts and calling it "role warfare" was a bad call. They had to know that coming up with it, that they just created a new hidden arbitrary Ghost Heat type system..

I'd be okay with this only if Doritos counted as "locks" for hitmarkers and direct fire weapons.

#36 Summon3r

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Posted 14 October 2015 - 03:31 PM

Paul Inouye - the man that solo killed MWO

#37 Darlith

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Posted 14 October 2015 - 03:32 PM

The optimal drop on lasers without locks has some weird effects. It makes UAVs even more useful than before, which is cool I suppose. It makes it harder to fight gauss since they don't need to target you to get their 15damage and unless you are in brawling range you need to target them to do full damage even at your "optimal" range. It become really annoying if you targeted that guy and suddenly "Oh **** more important target there" since your habit is still to slew your aim and fire, gonna have to get used to locking before I shoot now instead of during in those fast moments.

#38 Burktross

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Posted 14 October 2015 - 03:36 PM

View PostDarlith, on 14 October 2015 - 03:32 PM, said:

The optimal drop on lasers without locks has some weird effects. It makes UAVs even more useful than before, which is cool I suppose. It makes it harder to fight gauss since they don't need to target you to get their 15damage and unless you are in brawling range you need to target them to do full damage even at your "optimal" range. It become really annoying if you targeted that guy and suddenly "Oh **** more important target there" since your habit is still to slew your aim and fire, gonna have to get used to locking before I shoot now instead of during in those fast moments.

Maybe scale it?
Gauss get a 50% dropoff if not locked
Largelas 60%
Medlass 30%
Smalllas 10%
Autocannons 10%
Missiles 0%
MGs 0%
Flamers 0%

#39 SolCrusher

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Posted 14 October 2015 - 03:36 PM

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#40 Torezu

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Posted 14 October 2015 - 03:41 PM

View PostInRev, on 14 October 2015 - 03:05 PM, said:

"Just hold R" is a ******** response because ECM will still reduce target lock time for 3 seconds meaning you now have to stare at that UAC 5 or dual goose Dire Whale so that your IS MLs can do full damage at 270 meters. And if you're a light mech weaving between terrain and taking snap shots at targets of opportunity, well . . . you're **** out of luck.

First of all, locks are instantaneous. Missile guidance locks take longer with ECM, not locks in general. Second, if you're taking snap shots, you're probably inside that unlocked max weapon range, and won't be affected anyway. Third...I like this. It means I'm not going to be 1km-sniped with C-ERLLs nearly as much. Also, it's still on the test server, so chill out.





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