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Civil War Update Details!


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#441 Edward Hazen

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Posted 19 March 2017 - 11:59 PM

View PostTKG, on 19 March 2017 - 11:39 PM, said:

No one in their right mind thinks that the fafnir is good...except the steiners who also think a mech that is 50% guns and 50% armor and moves at 0/0.5 is acceptable.


We don't know how OP the Heavy Gauss will be yet though.

View PostNando2552, on 18 March 2017 - 04:41 PM, said:

The cougar is my favorite light clan mech and Im glad its in the game now instead of having to wait 9 years Posted Image .But the cougar having jump jets was one of the features it had as a successor to the adder. so if its not to much trouble could at least another cougar variant have jump jets like the prime. Thanks PGI

p.s. the cougar had a speed of 86 kph those 5 kph could come in handy


Yes, I will probably get the Cougar even though I hate playing lights usually.

#442 Copperheadyo

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Posted 20 March 2017 - 03:17 AM

has anyone thought about Melee mechs? :D i hope we will finally see things like Ti Ts'ang or Berserker 'n stuff

#443 Wanderer of the Mists

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Posted 20 March 2017 - 07:55 AM

View Post762 NATO, on 14 March 2017 - 02:41 PM, said:

Granted, that is Bastion, but I am thinking of my Legend Killer with 2 RAC5s when I see that...
Cheers!


First Found you NATO
Second cant wait to play with these on the roughneck when it comes our way.

View PostSidefire, on 14 March 2017 - 04:54 PM, said:

Heavy Lasers are basically standard Clan lasers that do stupid amounts of damage with less range while also generating much more heat and disrupting the electronics on the mech firing them. In a game with actual heat penalties, this would probably translate to your HUD going fuzzy like it would when hit by a PPC in older games for a short time every time you fired. Back in Classic Battletech, a Heavy Medium Laser had the range of an IS Medium Laser, with slightly more damage and slightly less heat than an IS Large Laser.


whats this about clans having an easy button where is this have yet to find it in my neutered TBR. I have been playing both sides and found that yeah clan have range but a lot of the balances have made some clan mechs underwhelming to some IS mechs in my opinion which is close to how the lore is but because back when clans first came out the IS complained about unfairness clan mechs got nerfed. its a matter of opinion really the only thing i want is to not be forced to do certain builds because weapon quarks force me to equip X weapon to do full damage i mean come on TBR-P are useless because they have terrible quarks.

I am excited for heavy MG for it with its rate of fire quarks but most IS mechs are better in one way or another. With clan haters being the rudest group on here instantly attacking any one who likes clan mechs (I just love the timber wolf) its a no wonder that faction wars has all but died. I loved clan wolf and wolf in exile but I was unable to play faction wars due to every one leaving for other clans or being shamed on the forums for being a clanner. You people drive away players and blame PGI for failings when its really your fault we are all mechwarriors and its just a game respect people and if they disrespect you then give them hell but just for liking something you don't dose not mean they are less of a player.

now that I'm done ranting the only reason i want plasma weapons is so i can have the night wolf (http://www.sarna.net/wiki/Night_Wolf)

Edited by Warden of Reason, 20 March 2017 - 08:00 AM.


#444 SuperFunkTron

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Posted 20 March 2017 - 07:59 AM

View PostCopperheadyo, on 20 March 2017 - 03:17 AM, said:

has anyone thought about Melee mechs? Posted Image i hope we will finally see things like Ti Ts'ang or Berserker 'n stuff

I'm also waiting impatiently for melee and knockdowns, but I think the following, in order, need to be taken care of first:
1. Skill tree
2. IK finally getting finished
3. Faction Specific Mech system in which Faction Specific Quirks are added as well
4. then finally handle melee, collision, and knockdowns.

Other map additions and faction play improvements along the way would be great as well.

Edited by SuperFunkTron, 20 March 2017 - 07:59 AM.


#445 Odanan

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Posted 20 March 2017 - 08:34 AM

View PostPariah Devalis, on 14 March 2017 - 10:41 PM, said:

Posted Image

Someone needs to persuade SpOoKy777 to recreate this image with MWO mechs.

#446 MacKJames

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Posted 20 March 2017 - 08:41 AM

View PostWarden of Reason, on 20 March 2017 - 07:55 AM, said:


First Found you NATO
Second cant wait to play with these on the roughneck when it comes our way.



whats this about clans having an easy button where is this have yet to find it in my neutered TBR. I have been playing both sides and found that yeah clan have range but a lot of the balances have made some clan mechs underwhelming to some IS mechs in my opinion which is close to how the lore is but because back when clans first came out the IS complained about unfairness clan mechs got nerfed. its a matter of opinion really the only thing i want is to not be forced to do certain builds because weapon quarks force me to equip X weapon to do full damage i mean come on TBR-P are useless because they have terrible quarks.

I am excited for heavy MG for it with its rate of fire quarks but most IS mechs are better in one way or another. With clan haters being the rudest group on here instantly attacking any one who likes clan mechs (I just love the timber wolf) its a no wonder that faction wars has all but died. I loved clan wolf and wolf in exile but I was unable to play faction wars due to every one leaving for other clans or being shamed on the forums for being a clanner. You people drive away players and blame PGI for failings when its really your fault we are all mechwarriors and its just a game respect people and if they disrespect you then give them hell but just for liking something you don't dose not mean they are less of a player.

now that I'm done ranting the only reason i want plasma weapons is so i can have the night wolf (http://www.sarna.net/wiki/Night_Wolf)

Not sure having plasma is going to get you a 3085 mech when we're at 3067 in the timeline. You've got some waiting ahead of you.

#447 Athom83

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Posted 20 March 2017 - 10:33 AM

RACs should be firing about 6x as fast as their AC equivalents. So the RAC/2 should have a cooldown of 0.12 while the RAC/5 a cooldown of ~0.28. They both should be producing only 1 Heat per shot, meaning the RAC/2 will run hotter than a RAC/5 but with a higher DPS. The RAC/2 would therefore produce ~8.33 Heat/Sec while the RAC/5 only ~3.6. When looking at these, its clear to see that RAC/2s are better solo weapons while RAC/5s are better in multiples if you can fit them. They are the same size as LB-10Xs while being 1 ton lighter. Also keep in ming you get the same ammo per ton as the standard ACs. A RAC/2 will eat 1 ton of ammo every 9 seconds, while a RAC/5 eats 1 ton every 8.4 seconds. So to stay in combat for the same time as a standard AC, you need around 6 times the ammo per weapon for a RAC. From what I found for what we have in game is 2 +/- 0.5 tons per AC to last in a match. Meaning with a RAC, you need 9 to 15 tons of ammo per gun. Feeding a RAC is a serious investment as you need as much weight in ammo as the weapon itself.

So all of the crying of "The RAC will break the game for clan" is unfounded as RAC carriers will be walking ammo stores for you to pop and watch the fireworks.

#448 Neput Z34

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Posted 20 March 2017 - 02:11 PM

Well, I am late to the party, but regardless I am surprised there are some weapons not included:

Light Auto Cannons or LAC-2 / 5? Does it make regular AC-2 and AC-5 obsolete?

High Velocity Auto Cannons or HVAC-2 / 5 / 10? Not sufficiently different from standard versions?

#449 Athom83

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Posted 20 March 2017 - 02:17 PM

View PostNeput Z34, on 20 March 2017 - 02:11 PM, said:

Light Auto Cannons or LAC-2 / 5? Does it make regular AC-2 and AC-5 obsolete?
Time doesn't jump that far. They were introduced in 68, but we're only going to ~66.

View PostNeput Z34, on 20 March 2017 - 02:11 PM, said:

High Velocity Auto Cannons or HVAC-2 / 5 / 10? Not sufficiently different from standard versions?
The devs seem to not introduce "experimental" technologies.

#450 Arkhangel

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Posted 20 March 2017 - 02:21 PM

HVACs were only ever experimental weapons,just like Clan RACs,, Binary Laser Cannons, Silver Bullet Gauss, etc. Balancing them would likely be a giant pain in the ***.

As for Light ACs, I dunno, though if they did get added, I'm sure the Clans would ***** even more, given how easily you could boat them on King Crabs and Annihilators and Jager DDs, etc.

also, Light ACs don't make AC/2s and 5s obselete. because they're lighter, they have a shorter barrel and lower muzzle velocity. a Light AC/5 has the same range as an AC/10, rather than the long range of a normal AC/5. it's more for the ability to carry more of them for firepower's sake than range, given they take up a lot less tons and crits.

Edited by Arkhangel, 20 March 2017 - 02:27 PM.


#451 Wanderer of the Mists

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Posted 20 March 2017 - 02:40 PM

View PostMacKJames, on 20 March 2017 - 08:41 AM, said:

[/b][/u]
Not sure having plasma is going to get you a 3085 mech when we're at 3067 in the timeline. You've got some waiting ahead of you.


yeah i know but still its one step closer plus range flamer is awesome

Edited by Warden of Reason, 20 March 2017 - 02:40 PM.


#452 Zergling

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Posted 20 March 2017 - 04:56 PM

They'll probably add LACs at the same time they add Protomech ACs for Clans, which are the equivalent tech.

#453 Sniper09121986

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Posted 21 March 2017 - 01:59 PM

View PostWarden of Reason, on 20 March 2017 - 07:55 AM, said:

now that I'm done ranting the only reason i want plasma weapons is so i can have the night wolf (http://www.sarna.net/wiki/Night_Wolf)


Well, the plasma cannon looks interesting with much tactical opportunities right along with http://www.sarna.net/wiki/TSEMP_Cannon or http://www.sarna.net...attleMech_Taser The mech itself seems like nothing special (compared to, say, Highlander IIC). Now, the Tau battlesuit design is just gorgeous. I always loved high-tech style looks with weapons sticking out of places Fatlass has no armor on, something like http://www.sarna.net/wiki/Blood_Kite I am definitely looking forward to Jyhad and WoB http://www.sarna.net...elestial_series gundams to complement my Clan destroids Posted Image

#454 Dee Eight

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Posted 22 March 2017 - 01:01 PM

I am fine with PGI bringing the tech level to 3067, but if that's the year...why fudge the introduction of some of the weapons ?
Light and Heavy Machineguns were a clan development first in 3059 but the inner sphere didn't get their first ones until 3068. If you're gonna fudge that one...why not fudge the clans HAG's a year also (3068 introduction) ? Why give us variable damage ATMs instead of coding a proper ammunition switch and thus proper ATMs... and also allow the I.S. to have their MMLs (3067), and the long awaited LB dual-feeds ?

#455 Sniper09121986

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Posted 22 March 2017 - 01:52 PM

View PostDee Eight, on 22 March 2017 - 01:01 PM, said:

I am fine with PGI bringing the tech level to 3067, but if that's the year...why fudge the introduction of some of the weapons ?
Light and Heavy Machineguns were a clan development first in 3059 but the inner sphere didn't get their first ones until 3068. If you're gonna fudge that one...why not fudge the clans HAG's a year also (3068 introduction) ? Why give us variable damage ATMs instead of coding a proper ammunition switch and thus proper ATMs... and also allow the I.S. to have their MMLs (3067), and the long awaited LB dual-feeds ?


It has been stated that the programmer in charge of the ammo switching part of the codebase made a mess of the code and left the company so they are unable to implement ammo switching of any sort. As it is their take on ATM is actually preferable to arcade-style gameplay because in TT you also needed to carry separate ammo types and track them separately, something much of the game population will have trouble with in the heat of battle. MML is likely to be implemented in pretty much the same way IMO. Your point on HAG still stands though. IS gets their Gauss variants, what do the Clans get?

#456 RabidNinja64

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Posted 22 March 2017 - 06:10 PM

Oh boy, christmas came early!

Mad Cat MkII - Check
Annihilator - Check
Uziel - Check

Hurt Wallet - Triple check!

As for the Civil War Update, I'm hyped Posted Image Rotarys are life!

The lack of HAG's I understand, because they're going to be OP as hell, in comparison to the nerfs that PPC's and Gauss are currently suffering from. Their Light/Heavy additions will counteract and level out the necessary damage the "base weapon" will do. At least, that's what im hoping PGI are planning, as opposed to releasing random numbers and going "we'll fix it when we finish the next mechpack".

Rocket Launchers will just be there to fill in space and a missile slot; my RVN-4X will bless the day.
LMG/HMG's are a little wavery, presumably hoping that the damage/range difference will be levelled with necessary ROF.
Snub PPC - Laser Shotgun!
ATMs - Somewhat a "Multi-versatile" weapon, given the distance/damage dropoff. possibly just the upgraded variant of RL's.
Stealth Armour - Suddenly Artic Cheetah's are blind as ****!

As for the Heavy series Lasers for clans - Cooldown's haven't been shared, so the Damage/Range numbers will be in the air. No doubt they'll be a step-up from Mid Lasers and down from Large/Pulse lasers. Any more than that, and we're basically stuck with slow DPS Snubs.

#457 Arkhangel

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Posted 22 March 2017 - 08:31 PM

HAG probably won't be as overpowered as people think if it does get added, given they'll likely implement it as a Stream-fire weapon, meaning it'll suck balls at hitting fast targets.

that being said, slow or immobile ones? utterly screwed as they die under a massive hail of ferrous slugs.

there's a reason the HAG40 is considered one of the most utterly broken Mech Weapons to ever exist, and I'm including the Mech-mounted Artillery Pieces and experimental tech talking about that thing.

#458 Dee Eight

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Posted 22 March 2017 - 09:26 PM

One thing that has me curious is what exactly they'll be doing for the optimal range of an ERSL as our existing inner sphere small laser is exactly at the range of the battletech ERSL already. Are they finally going to put the heat values for regular small and medium lasers back to TT values...and shorten the small laser range to 90 meters or what ? I personally would prefer medium lasers be 3 heat for 5 damage...and smalls be 1 heat for 3 damage.

Edited by Dee Eight, 22 March 2017 - 09:27 PM.


#459 Zergling

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Posted 22 March 2017 - 10:00 PM

View PostArkhangel, on 22 March 2017 - 08:31 PM, said:

there's a reason the HAG40 is considered one of the most utterly broken Mech Weapons to ever exist, and I'm including the Mech-mounted Artillery Pieces and experimental tech talking about that thing.


Thing is, the HAG40 is actually less broken in TT than Clan LRMs.

1x HAG40 + 4 tons of ammo (12 shots) = 20 tons + 14 slots
2x LRM20 + 4 tons of ammo (12 shots per LRM20) = 14 tons + 12 slots

Of course, 2x LRM20 is 12 heat versus the 8 the HAG40 creates, but that can be offset by a pair of double heat sinks, which brings the LRM20s up to 16 tons and 16 slots, so it 4 tons less but 2 slots more than the HAG40.

Other differences HAGs are immune to AMS (not a big deal when you're shooting multiple AMS), has a +2 to cluster rolls at short range, -2 to cluster rolls at long range.
LRMs on the other hand, can gain large damage boosts with Artemis IV (and accuracy with Artemis V) for a small increase in weight and slots, and can use indirect fire.


Eg, I can swap the twin HAG40 + 10 tons of ammo on the Dire Wolf D in TT out for 4x LRM20 + 10 tons of ammo + 4 double heat sinks, and have 8 tons left over.
It only has 1 slot left at that point though, so there's not much it can do with that left over tonnage... but it does demonstrate how much better Clan LRMs are!

Hilariously, it actually drops in BV.

Edited by Zergling, 22 March 2017 - 10:46 PM.


#460 Aramuside

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Posted 23 March 2017 - 12:31 AM

View PostZergling, on 22 March 2017 - 10:00 PM, said:


Thing is, the HAG40 is actually less broken in TT than Clan LRMs.

1x HAG40 + 4 tons of ammo (12 shots) = 20 tons + 14 slots
2x LRM20 + 4 tons of ammo (12 shots per LRM20) = 14 tons + 12 slots

Of course, 2x LRM20 is 12 heat versus the 8 the HAG40 creates, but that can be offset by a pair of double heat sinks, which brings the LRM20s up to 16 tons and 16 slots, so it 4 tons less but 2 slots more than the HAG40.

Other differences HAGs are immune to AMS (not a big deal when you're shooting multiple AMS), has a +2 to cluster rolls at short range, -2 to cluster rolls at long range.
LRMs on the other hand, can gain large damage boosts with Artemis IV (and accuracy with Artemis V) for a small increase in weight and slots, and can use indirect fire.


Eg, I can swap the twin HAG40 + 10 tons of ammo on the Dire Wolf D in TT out for 4x LRM20 + 10 tons of ammo + 4 double heat sinks, and have 8 tons left over.
It only has 1 slot left at that point though, so there's not much it can do with that left over tonnage... but it does demonstrate how much better Clan LRMs are!

Hilariously, it actually drops in BV.


One isn't affected by ECM etc though in TT. Then we're looking at fear factor.... ;)

In MWO you then start looking at radar dep and cover... yes those hag's would be infinitely more dangerous and scary....





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