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Energy Points, Heats, Ranges And Alphas.


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#21 Tiantara

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Posted 25 August 2016 - 02:20 PM

- So... what I will to see on PTS3.
Copy message from another post for not to loose it on forum. Kinda that post my step-by-step progress in testing ans discovering possibilities of Energy Draw system.

Spoiler

Edited by Tiantara, 25 August 2016 - 02:31 PM.


#22 Tiantara

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Posted 26 August 2016 - 05:40 AM

- After few hour of thinking more, I understand, that I didn't wrote the description about why I think to change PPC in that way.
Its pretty simple.

Lets start form overall weapon position.
All weapons can be roughly grouped by few categories.
1. Which no need to see enemy. Enough to lock target. LRM \ SSRM
2. Burst weapon with very short time of eye-to-eye battle - LBX \ PPC \ Gauss \ Small pulse laser
3. Weapons with short time of eye-to-eye battle - AC
4. Weapons with prolonged time of eye-to-eye battle - Pulse lasers \ C-AC \ UAC
5. Weapons with long time of eye-to-eye battle - Large lasers \ Machine Gun \ Flamers
All of them have some good sides and bad.
You can track target with Laser, but you must stay exposed. In reward, you burn some part of target.
You can use burs fire, but have splash damage instead.
You also can chose pinpoint weapon, but have chance to miss, if target too fast or change position after shot.

So in category of Ballistic weapon you have fast-fire ultra-cannons with prolonged eye contact but more fast fire or burst one - impact or splash.
As impact we have - AC10 \ AC20 \ Gauss (it still ballistic)
As burst - LBX
Clan cannon something between impact and fast fire UAC with many gradation from AC5 till AC20

Nearly same we see in energy weapon.
Weapon which can do pinpoint damage to non moving target or a little smear damage on armor if targets move - laser.
PPC \ ERPPC \ C-ERPP do damage to exact part of target even when you starting hide. That's make poptarts mech useful. They just deliver energy damage to target with no need to track that target or look at it.

Lowering damage of PPC and adding splash make them useful and in same time not superior.
For example:

PPC which i wrote above.
7 damage of impact + 1.5 damage splash by arc = 10 damage but not pinpoint to be deadly on mech with 3xPPC on it. Hit to hand or leg lower that damage to 8.5. Also we still have minimum range. In same time PPC (as I remember) used for damaging armor (making it softer) and taking down ECM component (as we know, now too much mech with ECM in store)

ERPPC
8 damage of impact + 1.5 damage splash by arc = 11 damage. As weapon with much heat, it already put mech in stress. If you lucky - you got 11 damage from which only 8 was pinpoint. If not - target got only 9.5 damage. That and a little longer cooldown make energy sniper do what they need to do in first place - soften incoming enemy enough to take off their advantages in armor, when time to make brawling comes. Current ED system and heat penalty also play role of limiter for ERPPC builds, make their users hot enough.

C-ERPPC
9 damage of impact + 1.5 damage splash by arc = 12 damage. Weapon become less powerful but in same time have nearly asked 10 damage to target. It has slightly longer cooldown and heat. But compensates many of mech from clan side which can use it without any problem. But also it has no range limit as PPC and more heat than ERPPC. But in same time close to ERPPC damage what make it do what need - make IS mech armor soft.

So... in conclusion we can take PPC as somewhat replacing laser with ability to provide pilot chance do laser damage by burst shot. In same time understanding that damage too much and can be used as devastating sniper-alpha - add splash damage.
What we have at the end...
Weapons to deliver damage on big range - ERLL \ Gauss \ LRM
Weapons to deliver damage which soften enemy armor and make easier to kill them in more close range battle - LBX \ LRM \ PPC
I know, that many knowing good lore of BattleTech and MechWarior universe can disagree with me.
In same time I hear messages about taking off splash, but lower heat or some other ideas.
If PPC can have splash... why all of them can't have it and become weapon for weaken targets, not kill them? In addition that target loose its ECM cover and pretty nice shaken. Main idea of longrange weapon - take off enemy weapon, armor and advantage, not kill instantly.
That's why I think on PTS3 would be nice to see that change and maybe it can solve problems without hard restriction, ED limits, high cooldown or heat penalty.

Anyway, thanks for reading yet another record in that post.
I'll go take some event prizes and come back to test server later.

Edited by Tiantara, 26 August 2016 - 07:14 AM.


#23 davoodoo

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Posted 26 August 2016 - 05:45 AM

You need to see enemy to fire ssrm...

lbx and ppc burst?? but ac different category??

No im not reading through all of that...


You got 4 categories...
1)ppfld, ppc, gauss, is ac
2)cluster lbx, srm, ssrm
3)burst, lasers, clan ac
4)lurms, self explanatory

Edited by davoodoo, 26 August 2016 - 05:49 AM.


#24 Cy Mitchell

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Posted 26 August 2016 - 06:01 AM

That is a great way to present feedback and ideas. I do not agree with everything but I can understand your perspective on each point because you explain your reasoning. Nice job.

#25 Tiantara

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Posted 26 August 2016 - 06:07 AM

View Postdavoodoo, on 26 August 2016 - 05:45 AM, said:

You need to see enemy to fire ssrm...


- No as long it still locked I can make shielding move.

View Postdavoodoo, on 26 August 2016 - 05:45 AM, said:

lbx and ppc burst?? but ac different category??


- Under "burst" word I meant anything what fired as cumulative cluster. If Laser provide beam, that PPC is something like particle cloud. In all logic it must have splashing effects to burn out damaged armor and armor around place when hit was.

View Postdavoodoo, on 26 August 2016 - 05:45 AM, said:

No im not reading through all of that...


- As you wish...

View Postdavoodoo, on 26 August 2016 - 05:45 AM, said:

You got 4 categories...
1)ppfld, ppc, gauss, is ac
2)cluster lbx, srm, ssrm
3)burst, lasers, clan ac
4)lurms, self explanatory


- Well ok... now I know them all. Let's say I want move PPC from category of pinpoint weapon into category of splash weapon with preserving lowered "core" damage and compensate it by splash damage. That target got not whole 30 damage in shoulder from PPC, but only 21 with splash effects. So PPC based mech not become useless but plays as "dissolving enemy armor" guns. Because in too high heat, too long cooldown or other restriction, weapon can extinct or become overused on quirked only mech... See... I'm just searching for potential balance for that specific energy weapon...

View Postdavoodoo, on 26 August 2016 - 05:45 AM, said:

Now clean winners within current balance
1) is ac though after ac5 nerf its just lesser evil
2) still srm, as it was already good in ghost heat
3) lpl, uac10, both were always good
4) lrm5, eh...


1. Agree.
2. It good here as well, but make spread 15% from 20% make them better om mech, where artemis not possible. In sime time not so pinpoint as they was.
3. LPL have a little range disadvantage. Good pilot can avoid it. In same time fiering 3xLPL still too hot on many mech. Having only 3 LPL - make mech defenseless after mid-damage. Not all mech have good weapon protection. So, it's another question.
4. LRM5 energy draw can be upped to 4point. Agree. It still do no harm. even if not - LRM5 useless against 2 mech with AMS system. With skill and module for AMS - not rocket hit the target. Even LRM10 have a little chance.

#26 Tiantara

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Posted 26 August 2016 - 06:12 AM

View PostRampage, on 26 August 2016 - 06:01 AM, said:

That is a great way to present feedback and ideas. I do not agree with everything but I can understand your perspective on each point because you explain your reasoning. Nice job.


- Thanks... maybe I'm not too much into hardcore rules of Battletech, but I try to find compromise between two groups of player and in same time based on already presented mechanic. Also I'm open for discuss and tryout in test, maybe some calculation and even ways to pass over limit and still achieve disbalance.
So I'll try to find the way where all weapon can be used. And each mech can be played in one or another way.
Hope that's my searching can be useful.
Posted Image

Edited by Tiantara, 26 August 2016 - 07:18 AM.


#27 Tiantara

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Posted 27 August 2016 - 12:06 PM

- Something from test land in real battle...

- Catapult hero Butterbee (map temp - 22C)
Weapon - 4xSRM6-artemis + 4xML
After alpha of 4xML chainfire with SRM6 heat mech after 6th shot. And bring to overheat.
Whole build become so hot, that even in Mining it become useless for alpha or even chainfire use.
That not nice to see. Such overheat I can understand in Therra Therma... but... Well.

Also, many builds which works fine on PTS1 now got too much heat. And heat go down too slow on many models of mech. So, after 6-7 sec of battle you become unable to fight further or defend even in chainfire mode. I think that's not good. On mech which designed to use that build.

Single PPC light builds still deadly by pinpoint damage to mech part. That approve my thoughts about changing PPC mechanic to "core"+"splash damage" described in previous comments. I think that best way.

Really affected all mech who have low rate to cool off. Heat go down too slow and that make impossible to use weapon right after ED depleting. More of it... ED become useless because time to take heat off to nominal 55% take 2-3 seconds or even more.

Nova with 6MPL.
Two alphas bring you to shutdown for at least 5seconds. That again bring that mech to "hot-hot" category.

Awesome 9M
2xERPPC + 3xML + 1xLL
Build was fine and works nice. You can split alpha to PPC and laser only.

Gauss.
Well... without charge it come back to old days. Press and fire. In same time - lots of bullets miss targets. When charging you can better aim and release it. Now - if you aim bad - you miss and loose ammo.
With shortened range and more fragile (clan), gauss become something like fast mid-range weapon for damaging. You easy die from gauss in combat at 500m than in longrange now. And really I don't think it's nice idea. Now it not that gauss I love. Gun which claim high skill to use. Now it some sort of damage support weapon or killing blow weapon to finishing damaged mech. It's feels... wrong.

Both Fang and Flame Dragons shows bad. XL engine not their strong point. With STD not so many weapon you can put in. I want find some build which make them better... If i do - i post them here.

LRM sooo OP weapon *sarcasm*
Really... that weapon can be problem in few situation.
1. You just stay in field waiting for be locked.
2. You lucky enough to take off ECM from mech with ECM.
3. You was NARC'ed. Well... take cover.
4. You have no Radar Deprivation module. If you medium or light - that module must have. If not - it must have anyway.
5. You got scouted. Really, team must check for light who can spot you and do lock for LRM rain. If you dont do that... Well...
6. See LRM OP user? Go close to 150m. And kill them. Easy.

So, make LRM spread more or change it from what they are now - no need.
In game too many ways to avoid damage from them

Edited by Tiantara, 27 August 2016 - 01:28 PM.


#28 Tiantara

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Posted 29 August 2016 - 03:55 AM

- Well... heat penalty must be lowered from 1 to 0.75 or 0.65.
Many of mech now even in standard cold builds have overheat after intense battle. Overheat only not a problem. Problem when after using weapon in chainfire or fire by small group you get additional heat over 100% of heat and you don't know how much.
In dynamic game like MW:O we have many situation where need to fire or you get killed. On PTS1 you can do some chanifire on nearly overheat condition like 90%-93% heat from some weapons and take off enemy or have some time to maneuver.
Now - you can take sudden heat jump and go over 100% heat. With penalty = 1 your mech have heat damage even without alpha fire. (Butterbee SRM chainfire great example). Some mech with low heatsink number affected even more. Chainfire once in 0.5 sec? Well, it's possible sometimes but no. Worst situation when you got 2 enemy with flamers.
Heat don't go down, you cant use nor chainfire nor even single shots. On hotter map you can just turn mech off and take white flag of capitulation. You can't use weapon to have a change go off. New heat penalty make punish too hard. For all builds, not only UAC builds or energy.

I understand that by making heat higher you make Cool Shot more useful, but I recommend not to force players so much in that way. Cool Shot good by itself.

So, changing Heat Penalty from 1 to 0.75 or 0.65 would be better.

#29 Tiantara

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Posted 29 August 2016 - 05:15 AM

- Testing some mech.

Heavy. Ebon Jaguar (EBJ-Prime)
Map - Caustic Valley
Weapon: 1xC-Gauss \ 1xC-ERPPC \ 3xC-ERML
Intense battle - 3 groups, fire one after another by cooldown.
1 - Gauss
2 - ERPPC
3 - ERML

Ok, We already start with 37% heat. Pretty much, but let's wait till it goes down.
ERPPC give us whole 31% heat on the move, and fire from 3 ERML rise heat up to 51%. Cool off rate pretty slow, so... fire again by 3ERML and add ERPPC shot give us jump to 91% heat. Seems great? Not really if you need to do damage not for killing, but for piloting away from enemy. I fire right after weapon cooldown is over and in same ED fully refills. Gauss now take half of ED. You don't want to fire it before 3xC-ERML. Really, you don't. Because if you miss by timing you got heavy Heat Damage.
What happens if I turn on Override...
Let's see:
ERPPC \ pause \ Gauss \ pause \ 3xERML and again... so you can fire like that about 2-3 time of each weapon group one by one. After that your mech blows up like a fuel tank.
Again... that not even a overpowered mech. All firepower = 43 damage.
I like PTS1 for forcing to split alphas into groups. But on PTS2 even that become a problem.
What happens if I use alpha with override?
Wow... I go check.
Emmm... maybe you don't belive me... but I got... 99% heat when have already 5% heat by map and my mech not moving.
Checking when mech running. I put all weapon in one group 4 and on full speed make 1 alpha.
On the move mech have normally about 8% heat always from ambient temperature. Now - override and alpha = 100% heat. Ok, heat go down really slow. If you fire any group of weapon before heat become less than 55% (about 2sec) you get heat damage. What make mech with low amount of heatsink... less friendly for customers and players.
No, really, you can go and check that.

That again bring us back to searching another way to make battle less fast but not by playing with heat and cooldown.
What work nice on cold mech with many free room for heatsink, become problem on mech without that. Some of them can become useless and forgotten and that not what I want to see in game under new mechanic.

Heavy. Ebon Jaguar (EBJ-Prime)
Map - Caustic Valley
Weapon: 2xC-ERPPC \ 4xC-ERML
Intense battle - 2 groups, fire one after another by cooldown.
2xC-ERPPC = 47% heat. (ED pause) + 4xC-ERML = 66% heat. Heat go down slow...
chainfire of ERPPC... give even more heat. PPC-PPC-4xC-ERML = 79% heat if you make shot a little sooner than it need.
Chainfire of all weapon... after two intense (!) chainfires you got 100% heat. If you have override mode... Well... sorry, your mech must blow off.

Conclusion - override become dangerous. Shutdown still do much damage to mech.
Even not so power builds become too hot to use.
Maybe they work on frozen map... but on normal map and hot one - they... well... I don't feel like I want to play on that mech in that condition.

Energy vs Ballistic vs Rocket always based on
Energy - unlimited "ammo", high heat, less size, not pinpoint damage if target moves.
Ballistic - limited ammo, chance of explosion, less heat, more weight and size.
Rocket - limited ammo, a little more heat, less accuracy, mid-weight and size.

What I see now on PTS2, make that balance shake.

Need to make PPC\ERPPC less deadly - change mechanic to core and splash damage. That makes target live longer but still receive damage.
Need to make Dakka and ballistic less powerful - change amount of ammo per 1t.
Need to make Gauss not so "OP" - change gauss shot from 10 to 7 per 1t. Add back range and charge mechanic, give chance to explode 96% when it ready to shot and 88-90% when it empty and do cooldown (C-Gauss).
Need chop alphas per class - add ED pool for each class in progression from 20 to 35 points. Or even refill it by 10point per 0.3sec.

Edited by Tiantara, 29 August 2016 - 05:43 AM.


#30 Tiantara

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Posted 29 August 2016 - 10:37 AM

- Small video about heat punishing longrange part alpha builds for those who think about rising up heat penalty.
Spoiler

Also we can see how fragile become C-Gauss after heat damage.
Well, on hot map that build don't work anymore. But still - that just a fast example what happens. No need to use exact build, all other who go often to overdraw limit and got each time small penalty heat ends like that after... 4-7 shots.

I think heat penalty must be lowered to 0.60-0.75.
Or many normal builds become like that. Or, easier to just put restriction of use more than 1 heavy weapon, 3 medium weapons and 4 small. Because with such heat you cant put anything else anyway.

Something must be changed.

#31 Tiantara

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Posted 30 August 2016 - 03:33 PM

- Here I'm again!
All my thought are about PPC\ERPPC cannons in game. I like that big energy guns and in same time understand their power in hands of true sniper. Yeap, they good. And 3-4 of them can be trouble.
So, I go try my favorite builds (based on ERPPC Catapult-K2 which I run nearly 4 year) of Ebony Jaguar.
Just dual PPC, and some medium for additional damage.

Map - Caustic Valley
Ebony Jaguar (besides of letter they all the same)
Weapon - 2xC-ERPPC \ 4xC-ERML
12xDHS
1xTargeting Computer MK.I
Firepower - 48 (not so big, pretty average "alpha", and mid-power for heavy mech)
Energy Draw pool - 58.

----------Live Server test.
That how work that build now. It hot build and you need to take some time to cool off. In intense battle you easy can be killed, but keeping distance you can find cover for some pause. Adding splash damage wont hurt build much, you just take down target a bit longer and use some backups laser. After turning Override you still can do some damage and even take heat damage, but still battle. It's a risk, but... you are a pilot.
Spoiler



----------PTS2 Server test.
Same build. Changed ERPPC heat and penalty. Also penalty stacking pretty fast. Also mech become more hot (1.29 heat management from 1.32) and unstable. You easy have heat jump. You slowly cool off. Turning on override hit you hard from the start. It's not a risk anymore - just plain suicide. Pilot, want to risk and take a win? No way! Kill yourself faster.
So, with mechanic of using override to fire after depleted Energy Draw you get that. Simply death. Nice penalty.
But even mechanic of preventing weapons to shoot with depleted ED poll, don't save you from sudden overheat and shutdown in dynamic battle. Mech with shutdown - dead mech. Than - one of my not so "OP" build comes to trash.
Spoiler


That's why I suggest changing PPC mechanic to mechanic based on C-ERPPC with "Core"+"Splash" damage. Where you can adjust proportion between them. Make more splash and less core or more core and less splash.
In the end we got what I wrote in previous comments. More balanced gun for burning out armor by arc damage, less deadly and in same time nearly as fast as was with less heat and less energy draw (for mech with 2-3 ERPPC builds).
Or... we stuck with that hot gun, with long cooldown and even more heat or Energy Draw.
Your choice...

Edited by Tiantara, 30 August 2016 - 03:47 PM.


#32 Tiantara

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Posted 31 August 2016 - 09:34 AM

- Conclusion of test PTS2...

- Make heat penalty = 0.65-0.75 instead 1


-------------------------AutoCannon's

Quote



All LB-X AC Weaponry
• All LB-X AC weaponry has been set to the correct .75 Energy per 1 point of Damage ratio.



- Ok.

Quote


AC/2
• Energy Consumption increased to 2.4 Energy total (from 2)


- Can be decreased to 2.2 Energy.


Quote


AC/5
• Energy Consumption increased to 6 Energy total (from 5)


- Can be decreased to 5.5 Energy.

Quote


AC/10
• Energy Consumption increased to 12 Energy Total (from 10)


- Can be decreased back to 10 Energy but make longer cooldown.


Quote


U-AC/5
• Energy Consumption increased to 6 Energy total (from 5)


- Can be decreased to 5.5 Energy.



Quote


C-AC/2
• Energy Consumption increased to 2.4 Energy total (from 2)


- Can be decreased to 2.3 Energy.


Quote


C-AC/5
• Energy Consumption increased to 6 Energy total (from 5)


- Ok.


Quote


C-U-AC/2
• Energy Consumption increased to 2.4 Energy total (from 2)


- Can be decrease to 2.2 Energy

Quote


C-U-AC/5
• Energy Consumption increased to 6 Energy total (from 5)


- Ok


-------------------------AC 20's and LB-X 20's

Quote


AC/20
• Energy Consumption increased to 24 Energy total (from 20).
• Cooldown duration lowered to 4s (from 4.6s).

- Can be decreased to 22 Energy.
- Can be upped to 4.3s



Quote


C-AC/20
• Cooldown Duration lowered to 4s (from 4.6s)


- OK.


Quote


C-LBX/20
• Cooldown Duration lowered to 4s (from 4.6s)


- OK.

Quote



C-U-AC/20
• Cooldown Duration lowered to 4s (from 4.6s)
• Heat Generation lowered to 6 (from 7)


- Can be upped to 4.3s.
- Heat OK.

-------------------------SRM's

Quote


SRM 6
• Energy Consumption decreased to 7.5 Energy total (from 9)
• Missile Spread increased by 20%


- Decrease spread by 5%


Quote


C-SRM 6
• Energy Consumption decreased to 7.5 Energy total (from 9)
• Missile Spread increased by 20%


- Fix Energy to proper 7.5
- Decrease spread by 5%


Quote


SRM 4
• Missile Spread increased by 20%


- Decrease spread by 10%


Quote


C-SRM 4
• Missile Spread increased by 20%


- Decrease spread by 10%

-------------------------PPC's
Change mechanic to:

PPC - 7 Damage + 1.5 damage splash
Heat = 9
Energy consumption - 9
Cooldown = 4.6sec

ERPPC - 8 damage + 1.5 damage splash.
Heat = 10
Energy consumption - 9
Cooldown = 4.9sec

C-ERPPC do 9 damage + 1.5 damage splash.
heat = 12
Energy consumption - 10
Cooldown = 5sec


-------------------------Gauss Rifles

Quote


Gauss Rifle
• Energy Consumption increased to 20 (from 15)
• Component Health increased to 10 (from 5)


- Decrease energy to 17.


Quote


C-Gauss Rifle
• Energy Consumption increased to 20 (from 15)
• Explosion Chance increased to 100% (from 90%)


- Make chance of explosion 96% when Gauss fully charged and ready to fire. And 88-90% when Gauss in cooldown.

Edited by Tiantara, 01 September 2016 - 07:28 AM.


#33 Tiantara

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Posted 05 September 2016 - 04:13 PM

PTS3 and what I see there.




- So, first of all - I glad to see no energy draw from jammed weapon. Best thing about UAC weapon, even if I rarely use it... because of jam.

After changing IS ERPPC build of Awesome 9M (2xERPPC + 1xLL + 3ML) become even better, make possible to fight on long range and in medium brawling distance. I think it's nice enough. That make me test my favorite mech - Catapult K2 (2xERPPC + 2ML). Here not all bad as I think. On the run in hot map you can do 5 shots before getting overheat. Also - that mech cools off slow, so on colder map you get much better result. Anyway - that mech for sniping and long cooldown give you some time to change position and cool off. So, yeap, 1-2 ppc on mech nice longrange energy support for mech which have only energy hardpoints.

What about KDK-1 with 4xC-ERPPC... chainfire from that build not so hot now. From distance of 711-830m you can easy rip off heavy armored mech side torso (and we know what happens if that torso belong to IS mech with XL engine. So - that motivate to take off XL engines from Battlemasters or Awesome). Chainfire from all 4 ERPPC make you overheat on Caustic Valley after 8 (if do it rapidly)-10 (if make a little pauses) shots. 15 damage really deadly. I can easy imagine situation of 6-8 kodiaks making first wave of FW IS mech - totally junk.

It's just make me sure about making PPC to core+splash damage weapon. Good (really good) sniper can take one mech after another with damage of 15. And I don't really want to be in IS mech when that happens.

So, let's take an IS mech - good with 3xERPPC use - Marauder 5D. In chainfire you can do 7 shots untill overheating on Caustic Valley. Nice for that mech. Shoot 2xERPPC make you hotter for 37%. Nice too. You can fire 1 after 2 and cool off between cooldown. Same cooldown allow you fire twice from all PPC but you get 84% of heat. Before - you got overheated and probably die.

Same Marauder 5D with 3xLPL+2ML plays a little better too. Alpha from all LPL make you heat up to 32% and make room for 2ML as well. Yeap, I count heat from movement too. If you stay - you get about 4-5% lower heat. Fire LPL after ML let you deal to target damage between maneuver.

Changes in UAC weapon... Hmmm. I don't really know what to say. IS UAC5 become stable, mut slower comparing to Live Servers (I cant record it right now, but hope I got time on weekends). Jamming make you defenseless for longer time, in same time with 4xUAC5 you can make chainfire for a distanced target to avoid jamming and switch to burst fire from all four cannon when target is near (when jammed cannon have cooldown, you can still fast fire from 2-3 left untouched). So King Crab become less hot now.

Energy consumption of all UAC weapon become better. I like it.

AC20 my favorite gun and I was happy to know abut lowering energy draw from 24 to 20 points. Dual AC20 still hut, but chainfire with sense make mech with dual that type of gun feel a little better. Also it bring back builds like AC20+3\4ML - which best for brawlers like Hunchback 4G and Catapharcts CTF-1X and CTF-0XP. That brings up ERLL (yeap I use 2xAC20+2xERLL on my king crab). Lasers good as was before even with lowered damage.

Energy boating mech still nice choice. 2xC-LPL+4xC-ERML laser a bit hotter build comparing to Live Server but you can play with it on hot maps (except Terra Therma, that map too hot for everything with Heatmanagement less than 1.45. But I want see that map in another modification with forest, rivers from green lake in center of volcano and with temperature of ambient about 30-45c. Well, hope some level designers do that modification to Therma map and add to map rotation sometime). S

Why? Because my sniper Dire Wolf now less useless as on PTS2. Yeap, he lost some of power, (3damage points from 3xC-ERLL shot) but now don't want blow from every careless move. That make DW nice choice for sniper support again with slow changing position.

UAC2 jam... Well, it's reducing jam chance was good idea (weapon great on distance become useless in close combat. Mostly because of easy breakable guns. I take for test my insane 6xUAC2 Dire Wolf. So, all that guns easy eat up all ED points, bring insane heat and blow mech into peaces. Wow... that was great. Built with ability to make target looks like strainer not allowed to be in Live Server under ED system and ED system works great in limiting such build in game.

Conclusion.
I like PTS3 more than PTS2. And now I say why.

1. Heat damage become less furious, mech can survive longer under override mode.
2. PPC build and mech builded for that energy weapon now more effective and plays better.
3. AC20 now eat less energy and make medium brawlers beck to fight.
4. Longrange lasers feels the same, but small snipers now got a little nerfed (from 18damage to 16) - poor Raven 3L
6. Gauss eat less energy. Good.

What make me worry in PTS3.
1. C-ERPPC damage. Warhawk, kodiak, dire wolf with chainfire of 4xC-ERPPC can do great damage to target. When 2.5 damage go to armor around place of hit, it was less deadly than now. Many legs and arms have nearly 60 points of armor, so 4-6 good shot take them off pretty fast. I still think that make 15 damage pinpoint was a not a good one idea. But... I need more tests

Edited by Tiantara, 05 September 2016 - 04:14 PM.


#34 Tiantara

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Posted 05 September 2016 - 05:21 PM

- Small adding... yeap, long jam hit hard on build based on 1-2 UAC gun... So, if you place only 1-2 UAC - better choice would be AC, not UAC.





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