#81
Posted 14 April 2016 - 06:13 PM
#82
Posted 14 April 2016 - 06:22 PM
Gyrok, on 14 April 2016 - 05:38 PM, said:
I see it as being good...but you are forgetting that it is 3 projectiles. The only reason I put the velocity where I did was so that the least potent HAG would have a fair chance of being able to land 3 hits on a target at any kind of range.
The HAG30 is 4 projectiles with 80% of the velocity, and the HAG40 is 5 projectiles with 60% of the velocity.
You certainly do not want a 40 damage weapon firing a burst that can neuter a mech at ~700m...right?
A 20 damage weapon at least gives someone a way off a chance to twist a bit and also affords the chance that some of the burst might not connect, even if part of it does.
Make more sense now?
I didn't forget. You gave it the identical 3 round burst of the UAC20. So even less chance to twist against it than than the UAC20, with it's 2400 velocity (compared to 650).
How can you not see it is superior to the UAC20? Less heat, less tons, less crit slots, double optimal range (plus an additional 360m of long range), almost 4x velocity, identical ammo per ton, identical 3 round burst..
How can you think this is on par with the UAC20?
Edited by Davers, 14 April 2016 - 06:30 PM.
#83
Posted 14 April 2016 - 06:56 PM
Triordinant, on 14 April 2016 - 06:29 AM, said:
wait that means almost all mechs are ok because they COULD use earlier tech than when they were produced.
AGAIN
/thread
dervishx5, on 14 April 2016 - 06:13 PM, said:
so... we cant have it cause they fired the guy that could actually understand the code?
btw:
roflmao
#84
Posted 14 April 2016 - 08:25 PM
dervishx5, on 14 April 2016 - 06:13 PM, said:
No...HAGs function like a rotary gauss.
Davers, on 14 April 2016 - 06:22 PM, said:
How can you not see it is superior to the UAC20? Less heat, less tons, less crit slots, double optimal range (plus an additional 360m of long range), almost 4x velocity, identical ammo per ton, identical 3 round burst..
How can you think this is on par with the UAC20?
The UAC20 can double tap. UAC jam chance can be adjusted....and mechs can even be quirked for UAC jam chance if need be...(say something like an Atlas, or other assault with one ballistic slot...)
#85
Posted 14 April 2016 - 08:49 PM
Gyrok, on 14 April 2016 - 08:25 PM, said:
No...HAGs function like a rotary gauss.
Right, that shoot out 1 slug per point. Then you cluster them in groups of 5 like LRMs. If they did 5 points of damage each then you wouldn't be able to do 18 damage with a HAG 20, for example.
#86
Posted 14 April 2016 - 09:00 PM
#87
Posted 14 April 2016 - 09:02 PM
#88
Posted 14 April 2016 - 09:12 PM
Mechwarrior Buddah, on 14 April 2016 - 06:56 PM, said:
Nope. The 'mech has to satisfy BOTH conditions. It has to use ONLY pre-3053 tech AND it must have a variant built before 3053. That's why there's no Bushwacker, Cerberus or Flashfire (though I wouldn't be surprised if they moved it up a year just for the Bushwacker).
Edited by Triordinant, 14 April 2016 - 09:16 PM.
#89
Posted 14 April 2016 - 10:14 PM
Gyrok, on 14 April 2016 - 05:11 PM, said:
Yes, it is. The power creep is already stupidly high amongst light 'Mechs currently. More importantly, you wouldn't just be buffing light 'Mechs in general. Oh no. You'd be buffing almost exclusively the current/previous top-tier lights. Paired with the structure buff, guess what's making a resurgence? Firestarters. Now they're tougher to kill AND their weapons run cooler/deal more damage! Jenners get the same deal (and they don't even have energy heat gen quirks right now either...). LCT-1E? A little bit hotter overall, but more damage and range. Guess who doesn't benefit? All of the bad lights. They get to stay bad because it's generally not their weapons that hold them back.
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As someone else started, XPLs are pretty much garbage. SXPL? Just stick on an MPL: same heat, more range, shorter burn time. MXPL? Also don't bother, they're essentially a poor-man's LLas. LXPL? What a joke!
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That's a trash build and you know it. To make it even possible you have to put an XL in there, and putting an XL in a Sadhawk is just as bad as putting an XL in an Atlas. The IS doesn't get close to viable 3-ballistic builds until you get to the upper weights of the heavies - the lower-weight heavies with the hardpoints to pull it off require an XL, and usually end up sacrificing armor for ammo.
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Dance harder.
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So...?
People are idiots. Just because you have a UAC doesn't mean you have to double-tap it all the time. Regardless of that, the DPS increase from double-tapping greatly outweighs the risk of jamming. That's why UACs need to increase their burst-count, not decrease it.
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The GRF-3M is also the worst Griffin, despite having structure quirks where the other don't. Your point was...?
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Perhaps it's less about the MDD being considered garbage and more about people not using the right loadouts. I've got two that I'm looking at right now that will absolutely lay the smackdown on a QKD, especially if it uses the standard "meta" build.
Tier matters why?
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A lot of the unused 'Mechs like the Dragon ALREADY have ludicrous structure and agility quirks. The ones that don't, won't just magically "get better" just because you gave them more structure. They'll still be bad, just marginally less-so.
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I'm paying attention to you trying to take out a molehill with a construction firm and napalm.
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Why should 1 QKD get different agility/structure quirks than another? Why should 1 BLR have structure buffs to torsos but no others? Why should some hunchbacks have more structure/agility quirks than others?
There is no reason. This proposal makes ALL variants of a given chassis have equally viable base numbers. How are you missing that? I really do not understand how that just flew over your head through all this so far.
So let me ask you this again: how do you deal with some 'Mechs being TOO tanky? Give them negative quirks ala clams 2.0? What value do you start the negative quirk at? What if one variant needs to stand out from its siblings in some way due to geometry, what value do you start THOSE quirks at? Does default loadout play into quirks? If yes, how do you rate the loadout and assign appropriate quirks? How are hardpoints valued?
Some IS 'Mechs are too tough and some are too weak. I get it. Touch them up or dial them back individually as needed based off of their CURRENT status. Don't throw the baby out with the bath water; only suffering lies down that path.
Gyrok, on 14 April 2016 - 05:22 PM, said:
Three, a TC1, and 27 DHS. Or a TC2 and 26 DHS. Take your pick. The TDR-9s can definitely only take two ERPPCs though.
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CHS are either OP or useless, and snub-nosed/light PPCs either outright replace current equipment or are subject to accumulation abuse (see Karl Streiger's post). The perfect embodiment of power creep.
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Looks like you're leaking some salt. You should probably get that looked at.
#90
Posted 14 April 2016 - 11:16 PM
The big drawback is ammunition and constant reduction in damage but at close range
- HAG20
- Weigh 10t
- Crits 6
- Heat 4
- Damage: 5 Pellets each 3dmg PP and 2x0.5point splash
- Volley Delay 0.15se
- Burst 0.75sec
- Ammunition 45
- Range Eff: 300m
- Range Max: 1980
- Speed 2000m/s
- Weigh 10t
- HAG 30
- Weight 13t
- Crits 8
- Heat 6
- Damage 5 Pellets 4.5dmg pp & 2x0.75 Splash
- Volley Delay 0.15sec
- Burst 0.75sec
- Ammunition 30
- Range Eff 330m
- Range Max 1980m
- Speed 2000m/s
- Weight 13t
HAG 40
- Weight 16t
- Crits 10
- Heat 8
- Damage 5 Pellets 6dmg pp & 2x1 Splash
- Volley Delay 0.15sec
- Burst 0.75sec
- Ammunition 20
- Range Eff 360m
- Range Max 1980m
- Speed 2000m/s
</p>- Weight 16t
#91
Posted 14 April 2016 - 11:21 PM
#92
Posted 14 April 2016 - 11:43 PM
dervishx5, on 14 April 2016 - 11:21 PM, said:
Seriously I know that - and you know what happen when you fire 2 LBX 20? Not in the lore - but in MWO when the server have to compute 40 projectiles
And while its also only 5dmg groups the HAG 40 could as well spit out 8 projectles dealing 5dmg - but while HAG 20, 30 and 40 scale perfectly the usage of the HAG40 would be stupid so its only 5 projectiles with bigger ones for the bigger weapon.
To reflect the multi shot mechanic you have the splash
#93
Posted 14 April 2016 - 11:54 PM
#94
Posted 15 April 2016 - 12:21 AM
dervishx5, on 14 April 2016 - 11:54 PM, said:
turning the HAG into a Super LBX - a kind of Clan Silver Bullet?
While it would be great - the problem could be in calculation - dire wolf _ 2 HAG30 and 2 HAG 20....100 pellets each have to be calculated on its own...but the effect would be the same - you could also create 4 projectiles that spread acordingly and damage all components that were hit by the bullet.
Of course single bullets could hit obstacles - so a compromisse split the one huge projectile in 4-6 smaller projectiles - how they look should not effect the server calculation (so each bullet could look like a cluster of 4-6 pellets
#95
Posted 15 April 2016 - 12:33 AM
#96
Posted 15 April 2016 - 03:17 AM
He is like...." F* you all"
#98
Posted 15 April 2016 - 06:02 AM
Volthorne, on 14 April 2016 - 10:14 PM, said:
Because it does happen to give a relative indication of how much you understand what actually works and does not work. You cannot derp into tier 1 with garbage builds...
Tell you what, I will show you my tier if you show me yours...fair enough?
#99
Posted 15 April 2016 - 06:10 AM
Gyrok, on 15 April 2016 - 06:02 AM, said:
Because it does happen to give a relative indication of how much you understand what actually works and does not work. You cannot derp into tier 1 with garbage builds...
Tell you what, I will show you my tier if you show me yours...fair enough?
Well, based on my own experience, Tier or PSR is just an XP bar.
I know PGI wanted to create different skill categories... at least that was the intention. But the logic and calculation behind it is just a big fail.
You can totally go max Tier 1 EXCLUSIVELY in sh*tty builds on sh*tty mechs. Its just automatic... it does not matter if you rock or suck... you WILL get to max T1.
High Tier means that you have a large number of games played.
Edited by Navid A1, 15 April 2016 - 06:11 AM.
#100
Posted 15 April 2016 - 06:13 AM
=math > XP
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