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Ac2 Buffs On Pts


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#1 Champion of Khorne Lord of Blood

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Posted 04 November 2015 - 02:49 PM

Anybody else notice those? Heat decreased to 0.8 and gets double damage on crits. Its not much but its a start.

#2 Funkin Disher

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Posted 04 November 2015 - 03:45 PM

Might be worth trying, hopefully it will useful with the targeting/laser things being put in without overheating whatever uses it.

#3 Alistair Winter

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Posted 04 November 2015 - 03:49 PM

I've been trolling all night with my 2xAC2 Huginn. On Frozen city, it basically generates 0 heat. As in, it literally never gets above 5% on the heat-o-meter. Too bad light mechs are forced to carry 10 heat sinks.

Edited by Alistair Winter, 04 November 2015 - 03:49 PM.


#4 Mcgral18

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Posted 04 November 2015 - 03:55 PM

FYI, it does NOT get double crits.

It gained a 1016% Crit Chance increase, and ZERO increase in Crit damage.


Their statement was false, but here's the code for you:
<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="2000" lifetime="10.0" duration="0.0" tons="6" maxRange="1440" longRange="720" minRange="0" ammoPerShot="1" ammoType="AC2Ammo" cooldown="0.72" heat="0.8" impulse="0.0375" heatdamage="0" damage="2" numFiring="1" projectileclass="bullet" type="Ballistic" slots="1" Health="15" critChanceIncrease="0.08,0.05,0.03" critDamMult="1.0"/>


Note the 'critDamMult' being 1.0, which is exactly where it is now on the live server, that's a default setting that they forgot to adjust. It deals 2 Crit Damage per Crit, or 0.3 bonus damage per Crit. Same as it always has, but that bonus 16% Crit Chance.


In other news, they also buffed the MachineGun with 4% Crit Rate...HURRAY! What a wonderful change...
Not like the 3M CoF would be more useful than 4 whole percent...

Edited by Mcgral18, 04 November 2015 - 03:58 PM.


#5 Funkin Disher

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Posted 04 November 2015 - 03:58 PM

So how are the missile CoF reductions BTW?

#6 MeiSooHaityu

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Posted 04 November 2015 - 03:58 PM

View PostMcgral18, on 04 November 2015 - 03:55 PM, said:

In other news, they also buffed the MachineGun with 4% Crit Rate...HURRAY! What a wonderful change...
Not like the 3M CoF would be more useful than 4 whole percent...


Makes me happy. Maybe my Urbies will do better with it's MGs now. I know I know, I feel like crap too using it's ballistic slots for MGs, but it's better than nothing :).

#7 Jman5

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Posted 04 November 2015 - 04:12 PM

View PostDakota1000, on 04 November 2015 - 02:49 PM, said:

Anybody else notice those? Heat decreased to 0.8 and gets double damage on crits. Its not much but its a start.

The heat change was a noticeable improvement.

This was a flawed experiment, but just to give you an idea I ran a triple ac/2 shadowhawk on both servers. When I fired triple ac/2 until overheat on live server I overheated in 22 seconds and fired 102 rounds. When I fired triple ac/2 until overheat on test server I overheated at 44.5 seconds and fired 186 rounds.

#8 Gamuray

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Posted 04 November 2015 - 04:42 PM

View PostJman5, on 04 November 2015 - 04:12 PM, said:

The heat change was a noticeable improvement.

This was a flawed experiment, but just to give you an idea I ran a triple ac/2 shadowhawk on both servers. When I fired triple ac/2 until overheat on live server I overheated in 22 seconds and fired 102 rounds. When I fired triple ac/2 until overheat on test server I overheated at 44.5 seconds and fired 186 rounds.


"Flawed experiment" definitely explains the doubled more than doubled amount of time firing but not more than double the round usage, because both of those numbers should be the same multiplication of the live server value (i.e. both 2x, not one 2x and other 1.8x). Either way, this means that my JM6-S is even more in business than it used to be B)

#9 Y E O N N E

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Posted 04 November 2015 - 04:44 PM

I still think that the AC/2 as it is found on the quirked BJ-1DC in the live server should have been the goalpost for any baseline fix to the weapon itself.

#10 badaa

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Posted 04 November 2015 - 04:46 PM

pts is up?

#11 Jman5

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Posted 04 November 2015 - 05:06 PM

View PostGamuray, on 04 November 2015 - 04:42 PM, said:


"Flawed experiment" definitely explains the doubled more than doubled amount of time firing but not more than double the round usage, because both of those numbers should be the same multiplication of the live server value (i.e. both 2x, not one 2x and other 1.8x). Either way, this means that my JM6-S is even more in business than it used to be B)

It's flawed because on the live server the shadowhawk 2H has a 7.5% ballistic cooldown quirk. So it's going to fire more per second and heat up faster. Plus there are changes to double heatsink and heat skills on the test server.

#12 MischiefSC

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Posted 04 November 2015 - 06:01 PM

View PostJman5, on 04 November 2015 - 04:12 PM, said:

The heat change was a noticeable improvement.

This was a flawed experiment, but just to give you an idea I ran a triple ac/2 shadowhawk on both servers. When I fired triple ac/2 until overheat on live server I overheated in 22 seconds and fired 102 rounds. When I fired triple ac/2 until overheat on test server I overheated at 44.5 seconds and fired 186 rounds.


Did you. .. did you actually use the pts to actually test the viable performance difference with live?

That is so ****ing sexy I don't even. I'm going to go buy some Hunchies and go wreck some face this weekend. I had and mastered them all in beta and then sold them at some point.

Now though I want to be you when I grow up.

That is why the pts is up. Actually test stuff.

Edited by MischiefSC, 04 November 2015 - 06:05 PM.






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