Pgi Mucking Stuff Up!
#1
Posted 18 August 2016 - 06:18 PM
New energy draw system. Real stupid idea, start listening to all your players and no sucking the clan teet.
Add classic mode now. Re adjust the clan BS you call fair.
Oh yah and PGI never seems to care what feedback is written. This will fall on deaf ears..
#2
Posted 18 August 2016 - 06:32 PM
#3
Posted 18 August 2016 - 06:37 PM
#5
Posted 18 August 2016 - 07:26 PM
Davers, on 18 August 2016 - 06:37 PM, said:
well 4UAC10s 40Damage so thats 12heat(4UAC10s) with +5 ya thats 17 heat, with a 2second Draw cooldown,
but as double tapping UACs causes energy draw as well, so this may solve this problem,
so if you double tap quickly, 24heat(4UAC10x2) with +25 dam 49heat(3ERPPCs heat)
#6
Posted 19 August 2016 - 04:18 AM
No matter what PGI i puts in it will always be heavily skewed to clans. Keep the damn heat scale, revisit the quirk system. Forget about trying to make this a professional comp game.
#7
Posted 19 August 2016 - 04:38 AM
#8
Posted 19 August 2016 - 05:59 AM
#9
Posted 19 August 2016 - 06:07 AM
I prefer Clan Mechs (Timberwolf 1-4
AND TANKS & other Vehicle in TT are must be constructet to cap all their heat, they always capable for firering all there waepons
#10
Posted 19 August 2016 - 06:09 AM
UnKnownPlayer, on 19 August 2016 - 05:59 AM, said:
But that all depends on how you load your mechs out. In tabletop, I have all my mechs designed to fire alphas that score more than 20 points of damage to force a piloting check without ever accumulating any excess heat. A Thunderbolt 9S, max armor, UAC5, ER Large Laser, 2 ER Medium Lasers, AMS, endo steel, targeting computer, and plenty of heat sinks. My heat scale is zero each and every turn.
It all depends on how you design your mechs. To say that alpha strikes aren't part of the game is wrong.
This power draw system is completely out of sync with Mechwarrior as a whole. This is going to screw things up as bad as the Long Tom.
But don't worry! The major CW teams will find a way to beat it and render it impotent on launch day!
Edited by Commander A9, 19 August 2016 - 06:09 AM.
#11
Posted 19 August 2016 - 06:11 AM
All mechs I have tested can alpha once still 6 erppc direstar, the old stalker build which was one of the reasons ghost heat was created.
This system is very solid and for the most part won't effect play, only the extremes of alpha builds, which is what this game was never meant to be.
I'm getting very annoyed at the wild exaggerations and at times deliberately false claims people are making to try and sabotage something that with a few small tweaks will make this game a better thing.
Very rare thing, me being able to heap praise on P.G.I, and I don't like it much when people try to take it away.
#12
Posted 19 August 2016 - 06:11 AM
Kusunoki Masashige, on 19 August 2016 - 04:18 AM, said:
No matter what PGI i puts in it will always be heavily skewed to clans. Keep the damn heat scale, revisit the quirk system. Forget about trying to make this a professional comp game.
There is no fleshed out heat scale with at least with some of the thresholds set by the boardgames. Ammo explosions could be rolled for when overheating (or set if override it hit), 2-3 heat thresholds starting at 40% scale or so that reduces a mech's speed/agility to 15%-40%, the same manner that the lost of one ST of a cXL affects a Clan mech, and longer cooldown timers on hard hitting and long range weapons. The Gauss Rifle is the extreme, and other weapons should follow suit.
The current Ghost Heat was based more so off the both damage (limitation) and heat of a weapon if X amount of of a specific weapon type was used. You could say that the PTS version is going down a similar path but instead of just tying it to one weapon type/set, it is tying it to overall damage being fired at a time and making it more visible.
That it has a more visible build up is a step in the right direction.
Edit ---
There were two basic table top versions, the original BT (10sec turns) which was just a basic overview of what happened in that time frame with a player controlling a lance vs lance. The the Solaris version (2.5sec turns) for 1 on 1, or 1 player controlling only one mech and where heat really mattered and did not go away in a turn while also providing different weapon delays (cooldowns) from 2.5 secs to 5.0 secs to 10 sec cooldowns where there were 3 rounds that that specific weapon could not be fired, as will as actual weapon grouping, TICS aka Target Interlock Circuits.
Battleforce, iirc, was for company/regiment encounters with 60 sec.
Edited by Tarl Cabot, 19 August 2016 - 06:20 AM.
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