

Hmm Numbers Don't Match Here...
#1
Posted 13 January 2016 - 11:12 AM
I did see a slight improvement but the numbers don't add up (video)..
So the base Large Laser has a 3.25 second cool down with a 1 second duration (-15% for the KGC) making the duration .85 seconds (if my math is right)
This would mean that 3 LL on chain fire would take 2.55 seconds to run the cycle.. Meaning there is a .70 second delay before the cycle starts again without any buffs applied yet.
So, max cool down buff in skills is -12% to the 3.25 second duration plus another -5% cool down (if I understand this right) from the Fast Fire Elite Skill (I have all KGC Mastery)... That makes the cool down of the laser -17% total from the 3.25 base.... The laser SHOULD have a 2.7 (rounded up) second cool down...am I correct here?
So there should be literally no delay...but if there is a little...it is barely noticeable.... In the video there is a good 1/10th to 2/10ths delay...possibly more.
Am I missing something here in my math? I was running 4 lasers but decided to go 3 with more sinks and upgrades to give me the same DPS on chain fire as 4...but able to run a lot longer and also max armor out and my engine STD.
Link to video - https://youtu.be/qdnrMVEoBV8
I know people look at this KGC and think "WTF?? Why??"... I love this setup... I average around 400-800dmg depending on the match of course... and with the extra speed of the engine and twist....with range.... I can pop a leg etc. off anything (if my aim is on) within 10 seconds and only be running 75% or so on heat. It is the way I like to play sometimes...
Thoughts on this math here? I feel I got this right.... Been grinding like crazy to max out the LL cool down and mastery but got a shock when I tested it out.
#2
Posted 13 January 2016 - 11:17 AM
Your build needs a lot of work.
No worries. This game needs a lot of practice.
You have to take at least some armor off the arms and legs for starters, mostly off the arms. Make sure to use endo steel structure and double heat sinks. Use a small engine and learn to work with it also.
The auto cannons and/or gauss will help keep heat down and use the LL as a secondary on a different hot key.
I only use chain when the mech is about to over heat. On a different weapons group and only on my 3 Large pulse laser Thunderbolt.
Edited by Johnny Z, 13 January 2016 - 11:20 AM.
#3
Posted 13 January 2016 - 11:24 AM
I will say....that when a light jumps me he has a hard time keeping out of my beams... and I aim low!!! Would post more vids of that but I am not happy with the quality of the vids and my recorder. You can't even read the text once I encode.... I had to blend 2 files together and it destroys the quality....
#4
Posted 13 January 2016 - 11:27 AM
#5
Posted 13 January 2016 - 11:29 AM
ReemusX, on 13 January 2016 - 11:24 AM, said:
...
As far as video quality issues.
If you've got an NVidia board of appropriate model, use ShadowPlay. Then I use AVS Video Editor, and make sure to render in 1080p.
You can go review my YouTube channel to see the results.
Not the best (certainly not of TheBeef's level of quality) but passable.
#6
Posted 13 January 2016 - 11:32 AM
mogs01gt, on 13 January 2016 - 11:27 AM, said:
Yea, that's where I got tied up. All in all it SHOULD pan out to a 2.7 second cool down either way... It's more of a "Ok..do we go on 3 or is it 1,2,3 then go?" type deal.
I don't see how it wouldn't be 17% in the final solution considering we don't know which will be done first....unless it is coded to work that way. It would explain the deuration from the video..... Which makes the true buff a waste of GXP when you are looking for 10ths of a second from them.
#7
Posted 13 January 2016 - 11:32 AM
Basically it walks up to other slower large mechs and uses the ac 20's to do damage and the ll's is for random shots on the way and extra damage in the close range fight making sure not to over heat.
I think it can be used in many roles with practice though. Maybe even a half long range missile mech. 2 lrm or 3 lrm 5's on chain or something like that making sure to always have TAG.
#8
Posted 13 January 2016 - 11:34 AM
Dimento Graven, on 13 January 2016 - 11:29 AM, said:
As far as video quality issues.
If you've got an NVidia board of appropriate model, use ShadowPlay. Then I use AVS Video Editor, and make sure to render in 1080p
Yes I started a topic about it earlier today.... I have a new Area51 all decked out....has the 3 GTX 980s but Shadowplay is not allowing me to set it up bc it doesn't like my cards.... Have already checked on forums etc. and sent email to Nvidia about it. Would like to get rid of my current recorder....
#9
Posted 13 January 2016 - 11:35 AM
ReemusX, on 13 January 2016 - 11:32 AM, said:
I don't see how it wouldn't be 17% in the final solution considering we don't know which will be done first....unless it is coded to work that way. It would explain the deuration from the video..... Which makes the true buff a waste of GXP when you are looking for 10ths of a second from them.
Well when dealing with fractions of a second, 12% vs 12.6% is a big deal. Its worth a few tenths of a second.
Edited by mogs01gt, 13 January 2016 - 11:36 AM.
#10
Posted 13 January 2016 - 11:46 AM
ReemusX, on 13 January 2016 - 11:34 AM, said:
Yes I started a topic about it earlier today.... I have a new Area51 all decked out....has the 3 GTX 980s but Shadowplay is not allowing me to set it up bc it doesn't like my cards.... Have already checked on forums etc. and sent email to Nvidia about it. Would like to get rid of my current recorder....
#11
Posted 13 January 2016 - 11:48 AM
ReemusX, on 13 January 2016 - 11:12 AM, said:
I did see a slight improvement but the numbers don't add up (video)..
So the base Large Laser has a 3.25 second cool down with a 1 second duration (-15% for the KGC) making the duration .85 seconds (if my math is right)
This would mean that 3 LL on chain fire would take 2.55 seconds to run the cycle.. Meaning there is a .70 second delay before the cycle starts again without any buffs applied yet.
So, max cool down buff in skills is -12% to the 3.25 second duration plus another -5% cool down (if I understand this right) from the Fast Fire Elite Skill (I have all KGC Mastery)... That makes the cool down of the laser -17% total from the 3.25 base.... The laser SHOULD have a 2.7 (rounded up) second cool down...am I correct here?
So there should be literally no delay...but if there is a little...it is barely noticeable.... In the video there is a good 1/10th to 2/10ths delay...possibly more.
Am I missing something here in my math? I was running 4 lasers but decided to go 3 with more sinks and upgrades to give me the same DPS on chain fire as 4...but able to run a lot longer and also max armor out and my engine STD.
Link to video - https://youtu.be/qdnrMVEoBV8
I know people look at this KGC and think "WTF?? Why??"... I love this setup... I average around 400-800dmg depending on the match of course... and with the extra speed of the engine and twist....with range.... I can pop a leg etc. off anything (if my aim is on) within 10 seconds and only be running 75% or so on heat. It is the way I like to play sometimes...
Thoughts on this math here? I feel I got this right.... Been grinding like crazy to max out the LL cool down and mastery but got a shock when I tested it out.
Don't forget that while on Chain fire, there is a built in .5s delay between weapons firing, thus a weapon that looks good to go may still have to burn that .5s interval before firing.

#12
Posted 13 January 2016 - 11:57 AM
#13
Posted 13 January 2016 - 12:31 PM
Almond Brown, on 13 January 2016 - 11:48 AM, said:
Don't forget that while on Chain fire, there is a built in .5s delay between weapons firing, thus a weapon that looks good to go may still have to burn that .5s interval before firing.

You sure its not .5 before it starts its CD? I recall being able to pound through SPLs on a Firestarter but the CD was all goofed up.
#14
Posted 13 January 2016 - 12:38 PM
#15
Posted 13 January 2016 - 12:45 PM
ReemusX, on 13 January 2016 - 11:12 AM, said:
I did see a slight improvement but the numbers don't add up (video)..
So the base Large Laser has a 3.25 second cool down with a 1 second duration (-15% for the KGC) making the duration .85 seconds (if my math is right)
This would mean that 3 LL on chain fire would take 2.55 seconds to run the cycle.. Meaning there is a .70 second delay before the cycle starts again without any buffs applied yet.
So, max cool down buff in skills is -12% to the 3.25 second duration plus another -5% cool down (if I understand this right) from the Fast Fire Elite Skill (I have all KGC Mastery)... That makes the cool down of the laser -17% total from the 3.25 base.... The laser SHOULD have a 2.7 (rounded up) second cool down...am I correct here?
So there should be literally no delay...but if there is a little...it is barely noticeable.... In the video there is a good 1/10th to 2/10ths delay...possibly more.
Am I missing something here in my math? I was running 4 lasers but decided to go 3 with more sinks and upgrades to give me the same DPS on chain fire as 4...but able to run a lot longer and also max armor out and my engine STD.
Link to video - https://youtu.be/qdnrMVEoBV8
I know people look at this KGC and think "WTF?? Why??"... I love this setup... I average around 400-800dmg depending on the match of course... and with the extra speed of the engine and twist....with range.... I can pop a leg etc. off anything (if my aim is on) within 10 seconds and only be running 75% or so on heat. It is the way I like to play sometimes...
Thoughts on this math here? I feel I got this right.... Been grinding like crazy to max out the LL cool down and mastery but got a shock when I tested it out.
Some suggestions.
one: move your AMS ammo to the head
Two: pull one heatsink out of the left arm and put it in the right torso instead.
And here is why.
Your mech build is what is refered to as a sword and board build. It has an ablative left side.You have nothing critically valuable in the entire left arm and left torso that is if you move the bomb...I mean ammo out of the sacrificial left arm.
I suggest the head because well... how often do you get your head armor opened up for a potential critical ammo detonation? pretty much never. it's either never hit or blow clean off. So bump the AMS ammo to the head.
Moving the heat sink to the right torso makes sense because you will be facing the left side towards the enemy while they shoot you and turning to shoot them when their weapons are cooling down. So less stuff on the side that gets blown off first is a good plan.
P.S. have you looked into other large laser platforms like a Battlemaster (has high shoulder mounts for optimal poking) or Stalkers (popular laser vomit chassis) The Kingcrab does seem like a less than ideal chassis to do what you are doing with it. When you have the C-bills for a new assault mech maybe look into migrating this build onto a more ideal chassis.
#16
Posted 13 January 2016 - 01:04 PM
Lykaon, on 13 January 2016 - 12:45 PM, said:
Some suggestions.
one: move your AMS ammo to the head
Two: pull one heatsink out of the left arm and put it in the right torso instead.
And here is why.
Your mech build is what is refered to as a sword and board build. It has an ablative left side.You have nothing critically valuable in the entire left arm and left torso that is if you move the bomb...I mean ammo out of the sacrificial left arm.
I suggest the head because well... how often do you get your head armor opened up for a potential critical ammo detonation? pretty much never. it's either never hit or blow clean off. So bump the AMS ammo to the head.
Moving the heat sink to the right torso makes sense because you will be facing the left side towards the enemy while they shoot you and turning to shoot them when their weapons are cooling down. So less stuff on the side that gets blown off first is a good plan.
P.S. have you looked into other large laser platforms like a Battlemaster (has high shoulder mounts for optimal poking) or Stalkers (popular laser vomit chassis) The Kingcrab does seem like a less than ideal chassis to do what you are doing with it. When you have the C-bills for a new assault mech maybe look into migrating this build onto a more ideal chassis.
Yes I have been looking at other mechs for a similar setup that gets the quirks for lasers. For now this is a nice little tank ride.... Downside is sometimes i'll lose all weapons when that torso pops so I will turn cheek and spread my armor out to tank other players. Works quite often as I am a big target in close... I get a lot of attention so others on team can get in some uncontested shots. I find this fun as well since my k/d ratio doesn't write me a check or give me free pizza coupons..... I'm in it to win it.....and for fun.
#17
Posted 13 January 2016 - 02:45 PM
mogs01gt, on 13 January 2016 - 11:27 AM, said:
It's 17%, as evidenced by the old 3x RoF quirk monsters.
Big difference between 62% and 67%, and those mechs exceeded the 3x mark.
#18
Posted 13 January 2016 - 06:50 PM

Edited by ReemusX, 13 January 2016 - 06:54 PM.
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