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Civil War: New Tech Public Test Session
#201
Posted 30 June 2017 - 12:43 PM
What I've noticed so far:
-UAC ammo count fix
-HGR projectile velocity 1000->1500
-HPPC now 13dmg
-RAC damage and projectile speed buff, no changes to jam bar so still crap
-Slashed .15 off every heavy laser burn time
#202
Posted 30 June 2017 - 12:46 PM
Edited by Azure Kit, 30 June 2017 - 12:46 PM.
#203
Posted 30 June 2017 - 12:55 PM
Wattila, on 30 June 2017 - 12:43 PM, said:
What I've noticed so far:
-UAC ammo count fix
-HGR projectile velocity 1000->1500
-HPPC now 13dmg
-RAC damage and projectile speed buff, no changes to jam bar so still crap
-Slashed .15 off every heavy laser burn time
Biggest change ATM 120m
nerfed machineguns
bunch of laser tweaks
Rac heat bug remains
Edited by FallingAce, 30 June 2017 - 12:58 PM.
#204
Posted 30 June 2017 - 02:07 PM
#205
Posted 30 June 2017 - 02:15 PM
#206
Posted 30 June 2017 - 02:25 PM
W E N D I G O, on 30 June 2017 - 02:21 PM, said:
Uh, IS UACs (especially the IS UAC10) should be significantly more deadly than the Clan version. See slots, range, and tonnage. You can fit up to 3 UAC10s in one side torso on a Clan mech, more practical is 2 with a cXL or 2 in an arm, but there is no way to fit more than 1 IS UAC10 in any component
#207
Posted 30 June 2017 - 02:40 PM
Cmdr Killian, on 30 June 2017 - 11:20 AM, said:
Long Burn time on heavy lasers make them useless.
MRM's , Make their spread about 30% smaller, and since they have NO tracking capability at ALL, make them travel faster?
or,reduce their weight.
Heavy ppc is god awful. More damage needed to make it worth its tonnage.
autocannon Jam rates: I don't know if you thought of this PGI,But a weapon that jams that often is pointless. I would suggest instead of a flat jam rate percentage chance, make it a sliding scale based on the mech's heat when firing. 0% chance to jam if none to low heat, half of the current jam chance at medium heat, and current jam chance only during high heat.
ATMs ahold have no minimum range, that is just a punitive Nerf to punish people for playing Clans. I agree with your statement about MRMs. And as far as IS UAC jam chance, they just have to get used to it, since in PGIs MWO universe Clans have had hundreds of years to perfect UACs, but Clan UACs still jam at a ridiculously frequent rate.
And if IS UACs do the same damage with less projectiles, that is just another punitive Nerf to Clan Mechs.
#208
Posted 30 June 2017 - 02:46 PM
W E N D I G O, on 30 June 2017 - 02:21 PM, said:
UACs should have more projectiles per burst. Their potential is just frightening especially when boated. Plus the planned skillnode buff to reduce jamtimes those become actually a winbutton. There is a reason CUACs have more projectiles. IS UAC10 is essentially two UAC5s with a bit lower range and velocity. The added heatpoint doesn't fix this at all.
The only place where the UACs have the potential to be OP is on those Mechs that have huge Jam Reduction quirks. I fully expect that you will see those quirks go away or reduced when this all goes to LIVE.
#209
Posted 30 June 2017 - 02:50 PM
the build was 2x RAC2 and 4 medium lasers on the rifleman RFL-3C
#210
Posted 30 June 2017 - 03:28 PM
The problem isnt the DPS, well it was but they didnt need buffing so much.
The RAC2 doesnt need to be at 5.6DPS, 4.5 would have been fine.
A normal AC2 with the right skill tree can do around 3.33 DPS, so so long as the RAC2 did a meaningful amount more for its draw backs, that would be fine. 4 Wasnt enough, but 5.6 is to much.
The RAC's biggest problem is heat and the Jam threshold.
The time it takes to hit that threshold needs, at minimum, doubling.
The heat needs toneing down, 2 is to hot, but it should be more than 1. So maybe 1.5
Ghost Heat needs to go, completly, its totaly unneccesery for a non Alpha weapon, and is currently just tripping over itself when RAC's jam then unjam and start fireing out of sync with other RAC's.
So yea, drop the DPS, drop the heat, Remove Ghost Heat, increase time till Jam. The rest of the drabacks vs normal AC's and UAC's will likely be enough of a balance.
Remember,
Normal AC's, Pure sustain & Suppresion.
Ultra AC's, Burst damage
RAC's, Pure DPS.
Pure DPS is no use if u can only keep it up for a half dozen seconds, be it becouse of heat, or becouse of Jaming. It wont do enough dmg. And since it cant alpah stike, it becomes a usless weapon.
#211
Posted 30 June 2017 - 04:17 PM
W E N D I G O, on 30 June 2017 - 02:44 AM, said:
Yeah, thanks to Fantastic Tuesday you should understand now that 50% and 25% are not the truth as you made it up previously. Just divide the numbers by two and respectively four and then check your results against the XL values.
snip
So much BS. Fantastic Tuesday is the combo value of MWO setup, as mentioned included cockpit and gyro, minus external engine sink weights below 250. Below is the actual BATTLETECH ENGINE only numbers, and not just for STD vs LFE vs XL.
Cockpits - All are 3 tons regardless of mech weight
Gyros - engine rating/100
BATTLETECH 300 engine rating XL 9.5 tons (50% lighter than STD) / LFE 14.5 tons (looks like a 5 ton difference there!! and 25% heavier than XL) / STD 19.0 tons
MWO 300 engine rating
XL- 9.5(engine) + 3 (cockpit) + 3 (gyro) = 15.5 tons
LFE - 14.5 + 3 + 3 - 20.5 tons
STD - 19.0 + 3 + 3 = 25 tons
And look the IS quirks being nipped away, never mind that majority of IS components are heavier and bulkier.
Edit - imho, I did not expect LFE to go live with no heat/movement penalties. But since PGI has no plans to introduce an functional engine crit system, there is no reason for them to stick to 3 engine crits/death rule either.
With the loss of one side torso. The engine crits is the destruction of engine shielding.
LFE - 15.0% movement-20.0% heat / cXL 20.0% movement-30% heat / isXL 25% movement-40% heat penalties.
![Posted Image](http://i.imgur.com/SnKJ8KU.png)
Edited by Tarl Cabot, 30 June 2017 - 04:51 PM.
#212
Posted 30 June 2017 - 04:39 PM
#213
Posted 30 June 2017 - 04:39 PM
Lower CD to 3
Lower Weight to 10
Remove Fire limit
Remove Charge mechanic
A weapon that deals only 8 damage does not need handycap mechanics.
#214
Posted 30 June 2017 - 09:01 PM
i like the new tech, but the mrms take a min to kill something,
the lrg heavy laser is nice, but to hot when 2 er large do less heat and more damage at longer range.
i love the light xl, and er med lasers, but why cant i fit a heavy gauss on most i.s mechs
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/sad.png)
also dual heavy gauss shaking I LOVE IT :-D
but to the point, was not the new stuff meant to like make it so a pug can wreck me with my old meta build , i was actually hoping for that :-D
so its like ok you have a nice lambo for sale, so why buy ur new stuff for that $$$$ cost when i can stick to the old stuff and still come up
and why can i not fit 2 normal gauss and 2 light gauss on a mech
![:(](https://static.mwomercs.com/forums//public/style_emoticons/default/sad.png)
Edited by JayRtech, 30 June 2017 - 09:04 PM.
#215
Posted 30 June 2017 - 09:39 PM
Eg, the Light Gauss is still totally inferior to the regular Gauss.
Edited by Zergling, 30 June 2017 - 09:40 PM.
#216
Posted 30 June 2017 - 10:07 PM
Oh, the same on similar Weapons and possible Buffs to Clanside Weapons. And have a look on PPC Buffs and all the kind of new PPCs if they are buffed.
#217
Posted 30 June 2017 - 10:17 PM
#218
Posted 30 June 2017 - 10:37 PM
ArmageddonKnight, on 30 June 2017 - 03:28 PM, said:
Ghost Heat needs to go, completly, its totaly unneccesery for a non Alpha weapon,
This for emphasis! Big alphas are the problem in MWO - not damage over time weapons. Giving them advantages might change the lolalpha gameplay
#219
Posted 01 July 2017 - 08:01 AM
AnHell86, on 30 June 2017 - 09:21 AM, said:
MRMs are not my cup of coffee. I tried to boat them with my Cyclops 10-Q (120 damage with 4xMRM30s) but I really didn't feel they were dependable. I always ended with a lot of damage done but it was all spread, and thus, inneficient. If the enemy is too fast or too small, don't even bother firing at the optimal range or even at 320~350 meters. The long traveling time and spread (it's really spread out!) make these weapons very undependable. I can't even imagine the uselessness in urban areas. I think it's better to close in and wreck stuff with SRMs.
MRMs
Edit: PGI didn't proofread their own post which was contradictory. DO NOT RUN ARTEMIS to test MRMs. Thanks, Tarl Cabot.
Edited by AnHell86, 01 July 2017 - 05:33 PM.
#220
Posted 01 July 2017 - 09:26 AM
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/biggrin.png)
===
-IS UAC2 seems to jam SUPER easily, unless your just using it as regular AC2.. kinda defeats the purpose.
-Light Gauss sounds/looks REALLY cool! Feels like a great addition.
-Rotarys are great on paper but super buggy; Ghost Heat really wrecks these.
-Stealth Armor: 8 free crits spaces were still shown, but got a 'critical loadout error', seems it's not showing correctly the extra used slots.
Also, I tried it, turned it on just before engagement, 2 seconds later got TK'ed. guy on comms "what?! He had no marker!".
Next game, I warn my teammates "don't shoot me, I'm turning on this Stealth stuff!", 2 seconds later got cored badly by TWO of my teammates!
Very amusing, but so far NOT encouraging to use..
-MRMs: they fire in streams, but don't keep tracking reticule as you fire... Very crappy. Cool sounds though.
Those ATMs for clans: higher dmg up close unless you're too close?? very confusing weapon. Not tactical at all. I'd suggest getting rid of the 90(?) meters no-damage zone..
Edited by Willothius, 01 July 2017 - 11:33 AM.
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