Patch Notes - 1.4.90 - 13-Dec-2016
#161
Posted 12 December 2016 - 07:11 AM
#162
Posted 12 December 2016 - 07:52 AM
Dee Eight, on 12 December 2016 - 07:11 AM, said:
We have to toe the line carefully as to what we call crap... Its already been made pretty clear that TT does not translate well in many aspects to RT/FPS...
The funny thing, I've made it a habit to read up on all the mechs in Sarna, starting with the lightest and just made it to the Enforcer today... Here's an excerpt from the TRO:
"The Enforcer's primary weapon is a Federated Autocannon/10, an excellent large-caliber model firing in bursts of ten rounds... While one ton of ammunition only allows for ten bursts total.." (bold added for emphasis)[/color]
They way that is described sounds closer to how the MWO CUAC fires (save for not having a double-tab) than what was implemented...
The point being these are two different beast and in many ways TT over-simplified so many things that gaps have to be filled in games like MWO because, okay maybe 2X Optimal is not a perfect equation for max range, but if you are trying to make the game a bit more realistic it makes more sense than a beam/projectile ceasing to do *any* damage once it has travelled some distance. They also try to handle trajectory of shells and things like that, things that TT could just ignore or hide behind Targeting Computers and Gunnery Skill...
I guess the other thing I should research is if AC rounds actually carried any form of explosives or were they just slugs? If they carried a payload then their damage should be less affected by distance since the majority of its damage is based on detonation. Granted inertia would play a role, but if a mech steps on an AC/20 shell laying on the ground and there is a payload detonated, how damage does it do vs an AC/20 round fired at the same leg?
TT is great for inspiration but not practical for all RT/FPS application.
Edited by MovinTarget, 12 December 2016 - 07:54 AM.
#163
Posted 12 December 2016 - 08:07 AM
Widowmaker1981, on 12 December 2016 - 02:50 AM, said:
This is starting to get a bit annoying.. putting in Decals for totally unknown units like http://www.sarna.net...Gunzburg_Eagles with barely a stub in Sarna, that arent represented by a unit in game at all and dont have a lore insignia , yet my unit (http://www.sarna.net/wiki/Battle_Magic) which has 40+ people ingame who would INSTANTLY buy the Decal, is much better fleshed out in Sarna, good looking lore insignia and all and exists in this timeframe.. still no dice.
Get over yourself. They JUST put in black widow Co and 21st strikers for light horse this patch. Obviously they have to clear the ensignias thru catalyst first and maybe even the authors who invented them. Honestly I wouldn't raise too much of a stink about it because if you are using copywrited material for your logo you just might get popped with a C&D from its owner.
#164
Posted 12 December 2016 - 08:40 AM
Sephrus Shanadar, on 12 December 2016 - 08:07 AM, said:
Additionally, it may be little known to you or even Sarna, doesn't mean its not used by/known to somebody.
#166
Posted 12 December 2016 - 09:51 AM
Dee Eight, on 12 December 2016 - 07:11 AM, said:
This game is constructed far better than TT is, so far as a video game. It would be absolute folly to say a burst of shells from a rapid-fire autocannon would shear more than a ton of ablative armor at 270m, but deal zero damage at 271m. That is just a construct of a TableTop dice-rolling game ruleset, and not appropriate for a Mech sim.
#168
Posted 12 December 2016 - 10:05 AM
Spheroid, on 10 December 2016 - 12:57 AM, said:
Not just for Clanners though. I'm excited to see what a 7% increase in external DHS and a 27% increase in Heat Capacity means for my Grasshoppers. Oh, and Warhammers. And Marauders. And my Cicadas. And I can't forget my Pirate's Bane. And of course there's my...
This is going to be an interesting change for everyone. Thanks PGI!
#169
Posted 12 December 2016 - 10:09 AM
Dee Eight, on 12 December 2016 - 07:11 AM, said:
In Tactical Operations from the current set of TT core rulebooks there are rules for an additional Extreme Range bracket beyond long range, and even LOS range for some weapons (p. 85). The current rule doesn't exactly follow he MWO mechanic, though there have been past iterations, such as in the old Battle Technology magazine, that have been closer and actually extended the potential range of weapons even further.
#170
Posted 12 December 2016 - 10:21 AM
Gentleman Reaper, on 10 December 2016 - 04:43 PM, said:
Would this look good? I'm working on a full list of my dream stats for every weapon.
Damage: 3
Burn time: 0.75 -> 0.6
Cooldown: 3 -> 2.4
DPS: 1 -> 1.25
Heat: 2 -> 1.5
HPS: 0.67 -> 0.625
Optimal range: 150
Max range: 300
Are you ever going to publish the whole list? I'd love to see it
#172
Posted 12 December 2016 - 11:04 AM
#173
Posted 12 December 2016 - 11:08 AM
* i apologize to anyone triggered by my reference to that-era-of-BT-gaming-that-should-never-be-mentioned.*
Edited by Azghuld, 12 December 2016 - 11:36 AM.
#174
Posted 12 December 2016 - 11:08 AM
Ramrod AI, on 12 December 2016 - 11:04 AM, said:
No, just the [S] variant will have the C-Bill bonus.
#175
Posted 12 December 2016 - 11:55 AM
#176
Posted 12 December 2016 - 12:35 PM
#177
Posted 12 December 2016 - 02:22 PM
Oh, and I will be painting my Atlas in a similar color scheme as the "VIP" Atlas. So, leg us all....
#178
Posted 12 December 2016 - 02:22 PM
Javin, on 12 December 2016 - 12:35 PM, said:
If done right, as others have pointed out, the AI development may have some symbiosis with the MW5 development, and vice versa.
#179
Posted 12 December 2016 - 02:32 PM
Azghuld, on 12 December 2016 - 11:08 AM, said:
* i apologize to anyone triggered by my reference to that-era-of-BT-gaming-that-should-never-be-mentioned.*
Since the Clan genie has already been let out of the bottle, making a rollback to 3025 era unpalatable, I agree that PGI should just move the timeline forward to the current post Dark Age (lore reset) era (of course this would require allot more tech and Mechs to be added to the game).
#180
Posted 12 December 2016 - 02:55 PM
QueenBlade, on 12 December 2016 - 11:08 AM, said:
No, just the [S] variant will have the C-Bill bonus.
Kewl thanks. Would have been nice if it had a C-Bill bonus though.
Azghuld, on 12 December 2016 - 11:08 AM, said:
* i apologize to anyone triggered by my reference to that-era-of-BT-gaming-that-should-never-be-mentioned.*
Honestly...I still do better or as well with Clan mechs than I do IS. Even with the recent nerfs the Clan mechs still seem quite dangerous. Only thing I have to complain about are the UAC's. The 17% jam chance seems like 34%. And the 8 second unjam time to me is waaaay too long. I think it was at 5.5 before. Just do 6.5 or 7.
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