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Countdown To Supernova Release Feb 21St


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#141 Zergling

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Posted 19 February 2017 - 06:20 AM

View PostAkala Tanara, on 19 February 2017 - 06:11 AM, said:

By the looks of it, all mechs get 91 "points" for mastery.


Which is why quirks cannot be replaced entirely. If PGI wants to get rid of weapon quirks, then they need to give mobility and/or armor/structure quirks to mechs that lose weapon quirks.

There are a bunch of mechs that are top tier despite having no or very minor quirks; they'll hardly be affected at all by losing quirks, while the mechs that depend on them to be competitive will be hammered.

Edited by Zergling, 19 February 2017 - 06:21 AM.


#142 Akala Tanara

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Posted 19 February 2017 - 06:26 AM

View PostTodd Lightbringer, on 19 February 2017 - 06:17 AM, said:

Can we talk about the one major glaring issue with this mech? The lack of paint on the weapon mounts for the special variant as depicted on the concept art. That part irks the hell out of me to no end. Ya'll need to fix this PGI!

Yeah other's have repeatedly mentioned that, and strangely enough I didn't really recognize it until now, and it bothers me too, mostly for the boiler, the paint just doesn't look like what I paid for. Not enough to cause me to cancel or anything but, enough to make me annoyed for sure. Fingers crossed they fix that... and sooner rather than later. But on the list of things needing fixing, that's really not at the top. (Things in general, that need fixing that is) Something I'd rather see more is a walking animation more similar to the King Crab or the Supernova of MW4. I like the way my KGC walks, shakin' dat bootay.

#143 SuperFunkTron

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Posted 19 February 2017 - 08:02 AM

View Posto0kael0o, on 18 February 2017 - 06:57 AM, said:

OH for all that is holy can we somehow get that warhammer model in game. its just so much win copy right be damned!!!

That walking gait makes it look beastly. I hope that they eventually adjust walking dynamics to be like those examples.

#144 Arkhangel

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Posted 19 February 2017 - 09:26 AM

without the copyright issues. because.. bear in mind... they'd have to use OUR money for legal bills. :P

#145 CK16

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Posted 19 February 2017 - 09:48 AM

Someone should do a comparison to it and the King Crab. Interested in seeing what is shared geometry wise between them ect.

#146 Dee Eight

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Posted 19 February 2017 - 10:19 AM

View PostZergling, on 19 February 2017 - 04:33 AM, said:


I suggest checking your facts before making posts like this.

Here is what the Supernova would look like running a 4x ER PPC build.
Versus a Warhawk running a 4x ER PPC build.

The Supernova is at maximum engine rating; it cannot fit anymore heat sinks in by using endo or ferro.




I suggest you actually use the weapons lab in smurfy before making posts like this,. Or use the MWO heat simulator. With the simulator and the quirk on forest colony as a heat neutral map example, you'll get off 12 ER PPC shots at 1/sec before overheat and need 16 seconds to cool down fully with the quirked warhawk versus 13 shots with 17 seconds with the unquirked supernova. I'll take the extra shot of damage over the "efficiency" of the quirked warhawk as being better myself.

#147 Zergling

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Posted 19 February 2017 - 11:11 AM

View PostDee Eight, on 19 February 2017 - 10:19 AM, said:

I suggest you actually use the weapons lab in smurfy before making posts like this,. Or use the MWO heat simulator. With the simulator and the quirk on forest colony as a heat neutral map example, you'll get off 12 ER PPC shots at 1/sec before overheat and need 16 seconds to cool down fully with the quirked warhawk versus 13 shots with 17 seconds with the unquirked supernova. I'll take the extra shot of damage over the "efficiency" of the quirked warhawk as being better myself.


Heat simulator is based on out-dated values, and smurfy doesn't account for quirks.

#148 Dee Eight

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Posted 19 February 2017 - 11:13 AM

View PostZergling, on 19 February 2017 - 11:11 AM, said:


Heat simulator is based on out-dated values, and smurfy doesn't account for quirks.


Heat simulator imports its values directly from smurfy and has for over a year.

#149 Zergling

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Posted 19 February 2017 - 11:33 AM

View PostDee Eight, on 19 February 2017 - 11:13 AM, said:

Heat simulator imports its values directly from smurfy and has for over a year.


It's figures are wrong; it says the cooling rate for 10x engine, 18x external double heat sinks is 4.52, and for 10x engine, 20x external is 4.80.
Engine double heat sinks are 0.2 each (so 2.0 heat for 10) and external doubles are 0.15 each (so 2.7 for 18, 3.15 for 21). The correct heat dissipation should be 4.70 for 28 doubles, and 5.00 for 30 doubles.

I also gets heat capacity wrong; it says 10x engine, 18x external doubles have 75.2 heat capacity/threshold without elited heat containment, 90.24 with.
It should be 77 without elited heat-containment, 83 with (elited heat containment only adds 20% to the base 30 heat capacity).

Likewise, 10x engine, 20x external doubles is 78 heat capacity/threshold without elited heat containment, 93.6 with.
It should be 81.5 without elited heat-containment, 87.5 with.


Here's the mathed out firing sequence and heat levels for each mech, when elited.

Warhawk: -5.405 heat per second, 83 heat capacity, +12.88 heat per ER PPC shot (25.76 for two).

0 seconds, fire 2x ER PPC = +25.76 heat, current heat is 25.76, 31.05% of capacity
0.5 seconds, heat dissipation = -2.70 heat, current heat is 23.06, 27.78% of capacity
0.5 seconds, fire 2x ER PPC = +25.76 heat, current heat is 48.82, 58.82% of capacity
4.0 seconds, heat dissipation = -18.92 heat, current heat is 29.90, 36.02% of capacity
4.0 seconds, fire 2x ER PPC = +25.76 heat, current heat is 55.66, 67.06% of capacity
4.5 seconds, heat dissipation = -2.70 heat, current heat is 52.96, 63.80% of capacity
4.5 seconds, fire 2x ER PPC = +25.76 heat, current heat is 78.72, 94.84% of capacity
8 seconds, heat dissipation = -18.92 heat, current heat is 59.80, 72.05% of capacity
8 seconds, fire 2x ER PPC = +25.76 heat, current heat is 85.56, 103.08% of capacity

Time to cool off all 85.56 heat is 15.83 seconds.


Versus the Supernova: -5.75 heat per second, 87.5 heat capacity, +14.00 heat per ER PPC shot (+28.00 for two).

0 seconds, fire 2x ER PPC = +28.00 heat, current heat is 28.00, 32.00% of capacity
0.5 seconds, heat dissipation = -2.88 heat, current heat is 25.13, 28.71% of capacity
0.5 seconds, fire 2x ER PPC = +28.00 heat, current heat is 53.13, 60.71% of capacity
4.0 seconds, heat dissipation = -20.13 heat, current heat is 33.00, 37.71% of capacity
4.0 seconds, fire 2x ER PPC = +28.00 heat, current heat is 61.00, 69.71% of capacity
4.5 seconds, heat dissipation = -2.88 heat, current heat is 58.13, 66.43% of capacity
4.5 seconds, fire 2x ER PPC = +28.00 heat, current heat is 86.13, 98.43% of capacity
8.0 seconds, heat dissipation = -20.13 heat, current heat is 66.00, 75.43% of capacity
8.0 seconds, fire 2x ER PPC = +28.00 heat, current heat is 94.00, 107.43% of capacity

Time to cool off all 94.00 heat is 16.35 seconds


I tested it ingame; an elited Warhawk with the Prime arm pods (for -8% ER PPC heat generation) on a heat neutral map.
Heat levels are very close to the predicted values above, and the mech will shutdown on the 5th double ER PPC shot.

With the heat simulator, it predicts much less heat per shot, and the mech doesn't overheat on the 5th double ER PPC shot.


EDIT: sometimes the heat simulator will produce heat % levels almost exactly as I predicted above, but other times the heat will be less.
The heat simulator is definitely bugged, and should not be relied upon. Hell, I'm finding it will often allow weapons to be fired twice without cooldown.

Edited by Zergling, 20 February 2017 - 12:37 PM.


#150 Akala Tanara

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Posted 19 February 2017 - 12:50 PM

Lol, so they finally updated it with Day 3 now though, the animation preview is on the main post, but it's down to Day 2 now, yeah? Slightly frustratingly behind, wonder if the other countdowns were like this, I didn't pay as much attention to them, since I hadn't preordered any of them. Ah well, the anticipation is killing me, worse so with Fallout 4 mods causing me stress while I TRY to play some of that to take my mind off Battletech and MWO... it's clearly not working ^^;

#151 Gas Guzzler

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Posted 19 February 2017 - 01:41 PM

View PostAkala Tanara, on 19 February 2017 - 12:50 PM, said:

Lol, so they finally updated it with Day 3 now though, the animation preview is on the main post, but it's down to Day 2 now, yeah? Slightly frustratingly behind, wonder if the other countdowns were like this, I didn't pay as much attention to them, since I hadn't preordered any of them. Ah well, the anticipation is killing me, worse so with Fallout 4 mods causing me stress while I TRY to play some of that to take my mind off Battletech and MWO... it's clearly not working ^^;


Yeah the animation one was on youtube yesterday but they couldn't quite get it on the post until today i guess.

#152 Akala Tanara

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Posted 19 February 2017 - 02:16 PM

View PostGas Guzzler, on 19 February 2017 - 01:41 PM, said:


Yeah the animation one was on youtube yesterday but they couldn't quite get it on the post until today i guess.

Yeah, and they just updated the Day 2 post now too, cockpit preview.

#153 -Ramrod-

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Posted 19 February 2017 - 03:49 PM

They used to post the quirks and Patch Notes on the Friday beforehand. Not sure why the deviation from it. I guess the patch notes just aren't ready. That and quirks might still be being adjusted considering the new skill tree isn't going to launch with this patch. A new skill tree that's replacing a tree that wasn't broken in the first place :/.

#154 Dee Eight

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Posted 19 February 2017 - 04:27 PM

View PostRamrod AI, on 19 February 2017 - 03:49 PM, said:

They used to post the quirks and Patch Notes on the Friday beforehand. Not sure why the deviation from it. I guess the patch notes just aren't ready. That and quirks might still be being adjusted considering the new skill tree isn't going to launch with this patch. A new skill tree that's replacing a tree that wasn't broken in the first place :/.


The PTS skill tree quirk file for the clans had four supernova variants listed in it. Essentially they're getting quirks like the HGN2C's, and I believe one also had a 5% laser duration quirk.

Edited by Dee Eight, 19 February 2017 - 04:27 PM.


#155 -Ramrod-

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Posted 19 February 2017 - 05:24 PM

View PostDee Eight, on 19 February 2017 - 04:27 PM, said:


The PTS skill tree quirk file for the clans had four supernova variants listed in it. Essentially they're getting quirks like the HGN2C's, and I believe one also had a 5% laser duration quirk.



Gotcha. Blech. The Boiler has no quirks at all. That kinda sucks. I mean I can understand the reasoning behind it but would have been nice to at least have Accel/Decel quirks.

Edited by Ramrod AI, 19 February 2017 - 05:24 PM.


#156 Dee Eight

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Posted 19 February 2017 - 08:22 PM

It might have quirks... they likely put the supernova quirks in the PTS pdf file by mistake. The link to the file now gives a 404 error. All the HGN2C's got armor/structure and engine quirks but no weapon ones. If they're following the same strategy with the Supernova's then even the Hero should have something. The Kodiak's similarly all launched with quirks except for the 1 and 5 variants.

#157 Hawk819

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Posted 19 February 2017 - 10:11 PM

This version cockpit looks way better than the MechWarrior IV version.

#158 Brandiment

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Posted 19 February 2017 - 10:43 PM

I'm actually kind of impressed with the cockpit. It has a better view than I thought it would. It reminds me of a fighter cockpit rather than a mech cockpit. I just wish they found an actual use for those screens that just show random colors and shapes, like how many heat sinks you have (like they use to), weapon status, ammo status, team/ lance status IE, who is still alive. Yes I know you have the HUD for all of that, but it would be cool to turn it off and project that data on the screens for more immersion.

#159 PAQUERA

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Posted 20 February 2017 - 04:48 AM

View PostBrandiment, on 19 February 2017 - 10:43 PM, said:

I'm actually kind of impressed with the cockpit. It has a better view than I thought it would. It reminds me of a fighter cockpit rather than a mech cockpit. I just wish they found an actual use for those screens that just show random colors and shapes, like how many heat sinks you have (like they use to), weapon status, ammo status, team/ lance status IE, who is still alive. Yes I know you have the HUD for all of that, but it would be cool to turn it off and project that data on the screens for more immersion.

HEAR HEAR!!!

#160 C E Dwyer

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Posted 20 February 2017 - 07:53 AM

Maybe the Supernova has found it's niche

Cockpit allows you to see and shoot down UAV's easily





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