Energy Draw Public Test Session
#101
Posted 18 August 2016 - 04:54 PM
#102
Posted 18 August 2016 - 05:02 PM
exiledangel, on 18 August 2016 - 04:17 PM, said:
My brawling Atlas can sustain fire for considerably longer than it can on live servers. Just becomes a question of whether or not you can get to brawling range and not be outnumbered 3 or 4 to 1. Pretty much how it is now, except I can actually fire more often after contact than I can on live servers.
#103
Posted 18 August 2016 - 05:09 PM
- Wow... it needs nearly 13089mb to download...
- I hope my main client stay intact...
- Still waiting to install client. Lets see, all my mech was build to be as cold as possible with adequate armor an useful weapon power. Only few have strong problem with heat, but not lower than 1.1. Interesting, how they works now... I wonder.
- Soon I go to Test... oww.. waiting so long is really awful.
- Emm is it normal to test server client take whole 40gb on HDD?? Oh... my mistake - that was temp files...
Edited by Tiantara, 18 August 2016 - 06:03 PM.
#104
Posted 18 August 2016 - 05:11 PM
I have to admit, I've hung in there since closed beta on this thing but it's getting really tough to enjoy the game with all of this nonsense.
The effort from the player should be focused on beating the other team with superior tactics. Ghost heat, and this, and many other "fixes" just keep getting added to a larger can of worms.
#105
Posted 18 August 2016 - 05:23 PM
#106
Posted 18 August 2016 - 05:26 PM
Steve Pryde, on 18 August 2016 - 03:42 PM, said:
Why just triple? A quad PPC AWS-8Q can fire all 4 PPC's for 31.6 heat after the heat penalty.
People keep saying you're limited to 30 damage; you're not. It's +0.5 heat per point over that, so +5 heat for a 40 alpha.
With 4 PPC's at +50% velocity...
Ultor Akier, on 18 August 2016 - 05:23 PM, said:
You're surprised things changed? They always change. It's a common warning, not to buy for quirks...
But with that said, quirks aren't significantly (or at all?) changing, so they'll still have the quirks they did before.
#107
Posted 18 August 2016 - 05:29 PM
Wintersdark, on 18 August 2016 - 05:26 PM, said:
People keep saying you're limited to 30 damage; you're not. It's +0.5 heat per point over that, so +5 heat for a 40 alpha.
With 4 PPC's at +50% velocity...
- Sounds tasty... I can't wait to get into Test Servers...
Wintersdark, on 18 August 2016 - 05:26 PM, said:
But with that said, quirks aren't significantly (or at all?) changing, so they'll still have the quirks they did before.
- Lucky me... I buy mech only when i love how it looks and by it's design\functionality. Not by quirks (most of them which I buy - have no quirks at all).
#108
Posted 18 August 2016 - 05:58 PM
#109
Posted 18 August 2016 - 06:05 PM
In regards to Energy Draw:
Almost all Lights are unaffected. Brawl Mediums are unaffected. Builds that rely on stagger fire to avoid ghost heat do the same thing now, but now you see a bar for it instead.
The main thing affected are the big alpha Assaults and some Heavies.
Actual builds probably don't change too much.
I actually like the increased flexibility for making decisions on whether to go over the draw limit or not. And the added skill factor of running the line on both the draw meter (which is fast, which is good) and the heat meter.
In regards to cooldown:
I feel this may be a mistake. 15% hurts the brawl meta somewhat harshly. Also hurts facetime DPS mechs such as the Spider or any Dakka mech.
The meta will likely shift back to PPC and Gauss imo mostly because of the cooldown nerf but partially the energy draw too. Jump sniping will probably be more common again, which is a good thing in my view. If you want to weaken the jump sniping back down a touch though, the cooldowns are the way to do it.
Edited by Krivvan, 18 August 2016 - 06:08 PM.
#110
Posted 18 August 2016 - 06:10 PM
#111
Posted 18 August 2016 - 06:11 PM
Dee Eight, on 18 August 2016 - 05:58 PM, said:
Because this is realtime shooter. Not a board game.
#112
Posted 18 August 2016 - 06:13 PM
I'm seeing a lot of rage here, is this from those that have tested the system or purely from opinions formed by reading the announcement? Personally will wait and see how it tests out before formung an opinion, just need to wait until this afternoon and d/l the test client (again).
#113
Posted 18 August 2016 - 06:15 PM
#114
Posted 18 August 2016 - 06:15 PM
Ultor Akier, on 18 August 2016 - 05:23 PM, said:
If you thought quirks would never change, or even last a month, you've not been playing this game very long. Sorry you are disappointed, but this is why many of us say to never sell mechs b/c you never know when yesterdays trashcan is tomorrow's meta mech... and vice versa...
#115
Posted 18 August 2016 - 06:17 PM
IF I UNDERSTAND YOU CANNOT PLAY FOUR GAUSS???
Edited by ultraFloon, 18 August 2016 - 06:18 PM.
#116
Posted 18 August 2016 - 06:23 PM
ultraFloon, on 18 August 2016 - 06:17 PM, said:
IF I UNDERSTAND YOU CANNOT PLAY FOUR GAUSS???
Right because you would be able to do 60 pinpoint damage for 15 heat. But they removed the charge mechanic so that is a big plus, I think.
#118
Posted 18 August 2016 - 06:39 PM
Dee Eight, on 18 August 2016 - 06:26 PM, said:
Lol...this hasn't ever been a real time shooter... real time shooters don't waste effort on weapon heat, or constructing battlesuits to ride around in.
This absolutely is a realtime shooter. Realtime shooters have heat mechanics and health mechanics. At most, MWO is a hybrid FPS and Vehicle Combat game.
#119
Posted 18 August 2016 - 06:42 PM
#120
Posted 18 August 2016 - 06:42 PM
Mcgral18, on 18 August 2016 - 01:45 PM, said:
Though, the last weapon in the game to lose 3x range
(No, the LB10x is barely called a weapon)
The 75% spread multiplier at first glance seems far too high. 50% seems more appropriate
For the heat gain, is it instant X/2 heat, or progressive heat as it dissipates?
75% sounds good for srm's and lbx lrms tho defiantly 50% considering there inconsistent damage output.
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