Energy Draw Currently Allows Getting Away With Larger Alphas
#41
Posted 19 August 2016 - 02:20 PM
#43
Posted 19 August 2016 - 02:31 PM
Dee Eight, on 19 August 2016 - 08:21 AM, said:
can't remember if its a 6 or 8 erppc build his direstar, if its 6 yup I tested it and you can fire one alpha and not shut down, two shuts your down for a few seconds in canyon
I can't remember how many alpha's I did to make myself boom but it was more than 3 fir sure
#44
Posted 19 August 2016 - 02:36 PM
Cathy, on 19 August 2016 - 02:31 PM, said:
I can't remember how many alpha's I did to make myself boom but it was more than 3 fir sure
It's not 6, it was 9 to 11, just go rewatch his videos on the Dire Star and Giga Drill Dire (ERLL instead of ERPPC).
Edited by Quicksilver Kalasa, 19 August 2016 - 02:37 PM.
#45
Posted 19 August 2016 - 04:31 PM
#46
Posted 19 August 2016 - 06:35 PM
2. Increase extra heat generated by going over draw to at least 1:1
Two number tweaks, fixed.
#47
Posted 19 August 2016 - 09:17 PM
Car needs XX number of amps to spin the starter....battery doesn't generate that many amps for some reason: car doesn't start.
Need 4 D batteries for boombox to work, only have 3....boombox doesn't work at all.
Not sure it's the right solution, but I'd be morbidly curious what it would feel like if they made it a hard-cap with respect to simultaneous triggering.
#48
Posted 19 August 2016 - 10:12 PM
R 13, on 19 August 2016 - 09:17 PM, said:
...
The made-up reasoning behind it is that the reactor goes to overdrive to supply the additional energy, hence the appearance of ghost heat v.2.
#49
Posted 19 August 2016 - 10:16 PM
#50
Posted 21 August 2016 - 04:05 PM
Hit the Deck, on 19 August 2016 - 10:12 PM, said:
Right, I'll withhold my thoughts on that to remain constructive. A hard-cap would fix the issue of these super-high alpha builds being viable (again).
#52
Posted 21 August 2016 - 07:02 PM
R 13, on 19 August 2016 - 09:17 PM, said:
Car needs XX number of amps to spin the starter....battery doesn't generate that many amps for some reason: car doesn't start.
Need 4 D batteries for boombox to work, only have 3....boombox doesn't work at all.
Not sure it's the right solution, but I'd be morbidly curious what it would feel like if they made it a hard-cap with respect to simultaneous triggering.
I think (up to) catastrophic effects occurring when you exceed the threshold sounds a lot more fun.
#53
Posted 21 August 2016 - 07:32 PM
#54
Posted 21 August 2016 - 10:41 PM
Dee Eight, on 19 August 2016 - 08:21 AM, said:
9 blows up instantly as others have said, but the shot does fire
On river city, 4 alphas of 8 cERPPCs in 1m 30s before the mech went boom firing with max impatience (right at powerup at 90% heat). More alphas possible if one chooses to cool off.
#55
Posted 21 August 2016 - 11:53 PM
Yellonet, on 19 August 2016 - 04:29 AM, said:
On River city test map: Mauler 1P with 4xERPPC and 20 DH, fire all 4 in the current game build and you get above 100% heat and shut down. Same build on the PTS, if you alpha you only go to 69% heat.
Surely this can't be intended?
in life you can get away with a 98 pinpoint mid to long range alpha without overheat...
http://mwo.smurfy-ne...ebb44355fee17a8
you dont even get a penalty for doing so...
#56
Posted 22 August 2016 - 12:07 AM
Boldar, on 19 August 2016 - 12:27 PM, said:
With the increased cooldowns maybe 15 recovery per second or maybe even 10 would be better.
Then you can pull the trigger for an alpha that uses 100 energy and it would take longer than the weapon cooldown to be able to fire again. Except you override, of course...
iv goet builds on the pts that out dps the recovery rate, the system is to stop repeated high alpha strikes not to cap dps (do it already douse that fore some builds)
#57
Posted 22 August 2016 - 12:12 AM
R31Nismoid, on 19 August 2016 - 01:04 PM, said:
So you could get a 5 LPL Alpha in the current system without penalty?
Ok then.
To be able to alpha 5 LPL will mean two pilots working together can effectively kill any mech in the battlefield. TTK has essentially been massively reduced because of it.
And don't trot out the "hitscan" rubbish of lasers. To a pilot that has not seen the enemy, you'll be dead before he even realises he has been shot even with assault levels of armour/structure with even a half decent shot and keeping 80% of the laser on target.
DPS means nothing if you kill the mech you are shooting at in 1 second as DPS is no longer relevant the higher the alpha.
curent meta laser builds have alphas above 50... without penalty
#59
Posted 22 August 2016 - 03:57 AM
Znail, on 19 August 2016 - 06:24 AM, said:
Personally so do I think we will see a general reduction in alpha damage with the new system.
Let's do some easy math here:
Old GH system:
Ebon Jag with 2 LPL, 6 MPL = 68 pinpoint damage and 56 heat Alpha (no ghost heat). 8 hardpoints + 18 tons used (ignoring heat sinks). You can roughly fire twice without shutting down on a heat neutral map. No ghost heat.
New ** system:
Ebon Jag with 4 LL + 4 SL = 64 pinpoint damage and 52 heat Alpha + 17 extra heat = 69 Heat. 8 hardpoints used + 18 tons (ignoring heat sinks). You can't fire a second time without overheat.
So you can do lots more damage at a longer range it seems, at the expense of higher heat.
In the example mentioned above of 4 ERPPCs fire simultaneously instead of at a 0.5 sec interval, you'll get be able to fire all simultaneously at the cost of extra heat,but you're still penalized.
IMO, the system, with the proper tweaks in numbers can help the game.
However, a much better, neater idea that should be seriously considered is this: http://mwomercs.com/...ro-convergence/
#60
Posted 22 August 2016 - 04:14 AM
This system lets you fire 7LPL and a sh*%t a dropbear without penalty!
Quick everyone panic!!!!!
FFS- at leas read the power draw document (if not you know, actually play the PTS) before commenting.
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