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Updates To Energy Draw Pts 12-Sep-2016


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#61 HammerMaster

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Posted 12 September 2016 - 04:28 PM

• Charge mechanic has been restored.
Gauss charge literally shelved gauss for me.
Now because other people sought to use this synergisticaly, I am penalized for using it standalone. I never meta. Very dissapointed. I would rather a 10 second cooldown rather than charge for my style of play. Why not a check box for charge.Yes gets no explode shorter cool. No gets explode and longer charge? Good effort otherwise.

Edited by HammerMaster, 12 September 2016 - 04:44 PM.


#62 HUBA

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Posted 12 September 2016 - 04:42 PM

Hey PGI great you are working on this, I don't know how to put it nice, this PTS has the same problems then the last one had. We got nothing from the good stuff from the last PTS, no electronic warfare and no laser changes. By the way I liked the laser change but it was too confusing and after the first misinform rumors spread, it was dead before it even got properly tested. The main problem on the last PTS was that there was too much changes and no one really knew what to test. The same is happening here, we only want to test the new energy system but with all the weapon changes and new mechanics there is no way to compare it to the current system. My feedback will be "the new mechanic sucks", why? Because my main Mechs are no longer playable (PPC Jenner and Gauss Fox) There weren't good before but at least fun. But I don't give you a reason I just say "energy draw sucks" because that's what is in the title and what the PTS is about, right? So what I want to say with this, you will get a lot feedback but the quality will be bad, because we can not really compare it to the current system and you have a had time to value and figure out if the cool down or the energy draw made the problems the feedbag giver is complaining about. So if you really read this far thanks for listening, maybe the next points will entertain you as well.

I'm not sure if people want a fix 30 point capacity implemented or if they want the additional 30 point capacity removed. I'm on the side that the 30 points extra have to be removed. When you have 10 HS then you have 10 capacity and not 40. Especially with the new overheat damage system it would work great. Or maybe a even less aggressive one, with 1% damage/s at 110% heat and starting to be dangerous at 150% but constantly damaging you.

Is the ED system ok now? All values fix? Nothing new to test? I would like to see different energy capacities for different Mechs and also a quadratic penalty instead of a linear one. Maybe extra energy consumption for equipment or a modifier if more then one weapon is fired?

Last but not least, as I sad, I like PPC and I wish they would have a better defined role. By adding a similar mechanic like the Gauss (a fix 0.4s delay), it would make then harder to use on short range and also prevent a short peek and fire or jump and fire play style. Therefor the cool down can go down, make heat the limit and not the cool down. Also the jam times should be lower, incl. reload 10s is already a long time.

#63 Kaptain

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Posted 12 September 2016 - 04:50 PM

Nerfing both dissipation and capacity on Engine Doubles has broken several of my mixed weapon heavy/assault load outs that were reliant/built on those heatsinks. I do not have the space to mount enough heatsinks to even cool a pair of LRMs or Ultra5s in pts4.

I liked PTS3 ok. PTS4 is no good.

Edited by Kaptain, 12 September 2016 - 05:06 PM.


#64 BLOOD WOLF

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Posted 12 September 2016 - 05:07 PM

They are collecting test data. SO get in there and test if you can!

#65 BLOOD WOLF

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Posted 12 September 2016 - 05:13 PM

View PostItachi The Prodigy, on 12 September 2016 - 09:48 AM, said:

Another step backward thanks PGI for reintroducing Ghost heat 2.2

they're gonna spam this till this is overPosted Image

Edited by BLOOD WOLF, 12 September 2016 - 05:13 PM.


#66 SP3CTREnyc

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Posted 12 September 2016 - 05:21 PM

PGI be like
Posted Image

#67 Ialdabaoth

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Posted 12 September 2016 - 05:57 PM

View PostInnerSphereNews, on 12 September 2016 - 09:31 AM, said:

Heat Sinks will therefore still add to the total Heat Sink Threshold, but Double Heat Sinks will now only add 1 Threshold per Heat Sink. This will put the Total Heat Threshold at levels which long-time players will be familiar with from the days before Double Heat Sinks were introduced.

Single Heat Sinks will keep their current threshold values, but will unify their Dissipation Rates between Engine and External Heat Sinks. While this will give them a higher Heat Capacity, they will not have the Dissipation efficiency of Double Heat Sinks.[/color]



YES! Awesome! This is exactly as it should be.

Edited by Ialdabaoth, 12 September 2016 - 05:58 PM.


#68 SlightlyMobileTurret

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Posted 12 September 2016 - 06:00 PM

I've been trying to try the PTS for a while now, but quit after waiting half an hour each time..

With the new heat capacity nerfs..I'm excited to try it now atleast.

#69 Navid A1

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Posted 12 September 2016 - 06:15 PM

http://mwomercs.com/...ost__p__5350039

View PostNavid A1, on 19 August 2016 - 06:29 AM, said:

You know what is funny?

PGI will respond by annihilating LRM5s... they wont fix 20s and 15s

such is they way of PGI.



You want more news from the future?

#70 Kaptain

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Posted 12 September 2016 - 06:16 PM

View PostKeshav Murali, on 12 September 2016 - 06:00 PM, said:

I've been trying to try the PTS for a while now, but quit after waiting half an hour each time..

With the new heat capacity nerfs..I'm excited to try it now atleast.


I have a mauler with 2 ultras as its backup "Oh **** I'm hot hot" weapons. Even with 14 DHS the ultras are a problem. So much for mixed weapon builds on assaults and heavies.

#71 Mottfried

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Posted 12 September 2016 - 10:21 PM

View PostInnerSphereNews, on 12 September 2016 - 09:31 AM, said:


Gauss Rifles
With the heaver restrictions on Heat Thresholds in this update, we are re-introducing the Charge mechanic for Gauss Rifles and bringing the Energy Consumption values down to their original 1:1 values.

• Charge mechanic has been restored.



Please Please Please remove that annoying charge mechanic!!!

Edited by Mottfried, 12 September 2016 - 10:22 PM.


#72 Kmieciu

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Posted 12 September 2016 - 10:36 PM

View PostTombs Clawtooth, on 12 September 2016 - 03:33 PM, said:

So if I have a single cUAC20 I basically can count on the majority of close range encounters being a total and complete loss due to a 10 second jam penalty?

Why don't you compare the UAC20 to IS AC20 instead?

The Clan version is 2 tonnes lighter, 2 tonnes smaller (fits into side torsos with XL engine), has 33% more range and roughly the same DPS.
I checked my weapon stats and calculated average damage per trigger pull:
IS AC20: 13,45 damage
Clan UAC20: 12,9 damage

With the single projectile, the IS version is marginally more accurate - but the difference is minute.

If I could put UAC20s on my IS AC20 mechs, I would do that in a heartbeat.

Edited by Kmieciu, 12 September 2016 - 10:38 PM.


#73 PitchBlackYeti

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Posted 12 September 2016 - 11:31 PM

I'm just wondering how many IS LL's we'll see around when the laser changes go live. Me, as far as lasers go I plan to dust off my TBR-A and prove how really inferior clan tech is in this game <grin></s>

Gauss charge also makes me sad, I wish you'd went with the 20 draw and longer cd instead.

#74 SlightlyMobileTurret

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Posted 12 September 2016 - 11:37 PM

View PostKaptain, on 12 September 2016 - 06:16 PM, said:

I have a mauler with 2 ultras as its backup "Oh **** I'm hot hot" weapons. Even with 14 DHS the ultras are a problem. So much for mixed weapon builds on assaults and heavies.


Solahma was streaming to test out PTS 4 and I hopped on. Maybe an hour in all.

Conclusions:
1) EVERYTHING is hot. Might be a good thing.

2) Lights got shafted -- 10 engine DHS are no longer sufficient cooling. Solahma even thought he'd have to take 2 SPL off his 6SPL cheetah. I couldn't stop overheating with my 5MPL FS9. Exception: Badder

5 C-ERML adder will become even more amazing, and believe me, it is VERY good on live servers.

3) Ballistic heavy mediums and heavies (or anything else) that depended on the 10 2.0 DHS are shafted.

4) Game will slow down by a lot, and mixed builds are not as good as they were, ironically. Everyone agreed that we would have to boat more to get more performance.

C-UAC10 are still very good. Since you can trigger ED by spamming UAC5 or UAC5/10 builds (KDK-3 and DWF-PRIME meta build), I might as well switch to 4UAC10 KDK/Dire again and fire 2, double tap, fire the other 2, double tap.

Sure, lower DPS than on live as well, but in the land of the blind, the one-eyed man is king.

Night Gyr and MAD-IIC with 3UAC10 will be very, very strong in this system.

Can also alpha 3 C-LPL, so we might see a wholesale shift of Clan laser vomit mechs to 3LPL and just heatsinks over backup weapons since they have poorer D/H ratio compared to Live.

5) IS mechs with very high amount of heatsinks are your best bet. BNC, AWS, BLR, STK can all pack heavy energy weapons with a crap-ton of heatsinks.

With a 12 man, I am fairly certain gameplay would be very pokey because of how easy it was to be heatcapped.

Needless to say, I think dual Gauss low DPS will not be a matter anymore since everything has low DPS and dual gauss was never "bad".

Edited by Keshav Murali, 12 September 2016 - 11:43 PM.


#75 Peter Overheater

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Posted 13 September 2016 - 12:22 AM

Hey, i have a great idea! How about limiting ED to 15 and replace every projectile weapon with some cotton swabs? So no one gets his feelings hurt anymore and can participate even in the longest staring contest standing around in the middle of nowhere!

Why don't you just make two different modes for QP? One is unrestricted, so no ghost-heat and ED, the other is with all the restrictions that are made to please those players wich move to HBS anyway... Then you can see how many people want to play unrestricted and how many want to have such annoying limitations.

Edited by Peter Overheater, 13 September 2016 - 12:23 AM.


#76 goatreich

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Posted 13 September 2016 - 12:45 AM

Gauss charge back? No way... Specially with a still huge cooldown. 6 seconds is an eternity.

#77 Mr Inconsistent

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Posted 13 September 2016 - 01:13 AM

The end is nigh! In all seriousness, will wait and see, but I did note the poor IS small laser is completely disregarded! Damage is crap, cool down is crap and duration is crap. Surely it should be useful in some situations right?

Edited by Mr Inconsistent, 13 September 2016 - 01:13 AM.


#78 Gattsus

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Posted 13 September 2016 - 02:39 AM

y u nerf the lrm5?
Please, lrm's aren't that that good anyway.


And w00t, the jamming of the cUAC20 is a whooping 8 seconds!
why don't you just leave it as the: 2.5,3.5,4.5,5.5 which is already a lot. 8 seconds is crippling!

Give us TRUE DUBS! (regarding dissipation)

Edited by Gattsus, 13 September 2016 - 02:45 AM.


#79 L3mming2

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Posted 13 September 2016 - 04:44 AM

not entirly shure how the heat caps work now, if i have a 250+ engine and no more HS
is my cap 30 ore 40 ore 50?

ore is it 40 for a DHS mech and 42 for a SHS mech??

and why is 50 whit this SHS smurfy build?
http://mwo.smurfy-ne...2f30cb9c6aa0356

Edited by L3mming2, 13 September 2016 - 04:46 AM.


#80 Dr Cara Carcass

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Posted 13 September 2016 - 05:22 AM

View Postxe N on, on 12 September 2016 - 10:15 AM, said:


It's not. You can simply macro the Gauss. Therefore the whole charge thing was always a bad idea anyways.


You can, but that will make you a worse gauss player. Look at the good players. You can see them Holding the gauss manually in their recordings.





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