Jump to content

Fix Energy Draw On High Alphas


11 replies to this topic

#1 Kurbeks

    Member

  • PipPipPipPipPipPip
  • Shredder
  • Shredder
  • 337 posts

Posted 19 August 2016 - 06:34 AM

As with current implementation you can easily do 70-80 dmg damage alphas with no shutdown. For IS 6PPC and 7LPL/LL are possible. Or 2 5xLPL alphas one after another.

So atm Energy draw, nerfs SRM's and boosts high alpha laser weapons. Which was not intended.

So to fix this increase heat penalty exponentially for going over 30dmg, like Gjost Heat did on high weapon count.

Fix:

When Energy draw is: 30-38.99 (0.5 heat penalty for each Energy draw point) -
39-45 - 1 point
45-50 - 1.5 points
50-60 - 2 points and etc. Numbers can be changed

38.99 is to not allow 3cLPL go under low 0.5 penalty, but keeps 4x6SRM's under it.

#2 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 11,801 posts
  • LocationKansas City, MO

Posted 19 August 2016 - 06:46 AM

View PostKurbeks, on 19 August 2016 - 06:34 AM, said:

As with current implementation you can easily do 70-80 dmg damage alphas with no shutdown. For IS 6PPC and 7LPL/LL are possible.

Possible =/= Viable, please stop conflating the two.

#3 Lily from animove

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 13,891 posts
  • LocationOn a dropship to Terra

Posted 19 August 2016 - 07:35 AM

View PostQuicksilver Kalasa, on 19 August 2016 - 06:46 AM, said:

Possible =/= Viable, please stop conflating the two.


60pinpoint damage will ALWAYS be viable in this game if it does nto sut you down.

Edited by Lily from animove, 19 August 2016 - 07:35 AM.


#4 pyrocomp

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,036 posts

Posted 19 August 2016 - 07:37 AM

View PostLily from animove, on 19 August 2016 - 07:35 AM, said:


60pinpoint damage will ALWAYS be viable in this game if it does nto sut you down.

Then the heat penalty of energy overdraw should go from 0.5 heat/energy to 1 or higher.

#5 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 11,801 posts
  • LocationKansas City, MO

Posted 19 August 2016 - 07:40 AM

View PostLily from animove, on 19 August 2016 - 07:35 AM, said:


60pinpoint damage will ALWAYS be viable in this game if it does nto sut you down.

No, it won't, because it isn't repeatable. The 6 PPC Stalker back in the day wasn't viable, it was a joke mech, and I believe it could get off two alphas before shutting down.

#6 Lily from animove

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 13,891 posts
  • LocationOn a dropship to Terra

Posted 19 August 2016 - 07:44 AM

View Postpyrocomp, on 19 August 2016 - 07:37 AM, said:

Then the heat penalty of energy overdraw should go from 0.5 heat/energy to 1 or higher.


i clearly woul give it 3 exceedign your energy shoudl be a serious consequence. not that tiny bit of an issue. with 1 peolle may still eb able to fire 5 LPL at once. thats way too much.

#7 pyrocomp

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,036 posts

Posted 19 August 2016 - 08:00 AM

View PostLily from animove, on 19 August 2016 - 07:44 AM, said:


i clearly woul give it 3 exceedign your energy shoudl be a serious consequence. not that tiny bit of an issue. with 1 peolle may still eb able to fire 5 LPL at once. thats way too much.

Testing. 3 might be a goo doption to try next, but it mostly be to bracket the good value.

#8 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 11,801 posts
  • LocationKansas City, MO

Posted 19 August 2016 - 08:14 AM

View PostLily from animove, on 19 August 2016 - 07:44 AM, said:

with 1 peolle may still eb able to fire 5 LPL at once. thats way too much.

Firing 5 LPL at once doesn't matter if you can only repeat every 10 seconds, 3 as a penalty is too high.

#9 Kurbeks

    Member

  • PipPipPipPipPipPip
  • Shredder
  • Shredder
  • 337 posts

Posted 19 August 2016 - 08:39 AM

View PostQuicksilver Kalasa, on 19 August 2016 - 08:14 AM, said:

Firing 5 LPL at once doesn't matter if you can only repeat every 10 seconds, 3 as a penalty is too high.


Yes it matters, but it's situationally. As it can instagib much wider range of mechs espeically in later match with damaged ones.

#10 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 11,801 posts
  • LocationKansas City, MO

Posted 19 August 2016 - 09:14 AM

View PostKurbeks, on 19 August 2016 - 08:39 AM, said:

Yes it matters, but it's situationally.

Not as much as you think, sure you can instagib one mech on a push (especially a dakka push), but after that you are pretty much done for, especially given the effective range of 5 LPLs.

#11 FannyBoss

    Member

  • PipPip
  • Ace Of Spades
  • Ace Of Spades
  • 31 posts

Posted 19 August 2016 - 09:28 AM

I agree you can alpha 5 IS LPL repeatedly. Needs fixing.

#12 Yellonet

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,956 posts
  • LocationSweden

Posted 19 August 2016 - 09:38 AM

View PostQuicksilver Kalasa, on 19 August 2016 - 09:14 AM, said:

Not as much as you think, sure you can instagib one mech on a push (especially a dakka push), but after that you are pretty much done for, especially given the effective range of 5 LPLs.

That only applies if you have no team to cover you while you are cooling down. So if this sticks we will see lots of high alpha in the early game so the TTK will be very low in the beginning of games, then if both teams are decimated players can always be more conservative to not trigger too much heat. If one team gets the upper hand it will be even more of a stomp as the team that is larger is more free to use their big alphas...





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users