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Civil War: New Tech Public Test Session


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#1 InnerSphereNews

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Posted 28 June 2017 - 10:35 AM






Table of Contents

Structure of this Public Test

Inner Sphere
• New Weapons
• New Equipment

Clan
• New Weapons
• New Equipment

Skill Tree Changes

Known Issues


Greetings MechWarriors,

Welcome to the highly-anticipated Public Test Session for the upcoming Civil War Technology and Equipment update!
An array of awesome new equipment will soon be available to Clan and Inner Sphere pilots with the launch of Civil War in our July 18th patch; in anticipation of that release we're running a PTS featuring all of the new technology and equipment for both factions.

This PTS only includes the new tech and equipment; it does not include the Civil War 'Mechs.

The upcoming advancement of MechWarrior Online’s timeline in our July patch allows us the opportunity to introduce new weapons and equipment to the game. These additions help to both narrow the gap between Inner Sphere and Clan technology as well as give each of the two factions unique pieces of technology to equip on their 'Mechs.

While the release of this new technology coincides with the release of the four new Civil War 'Mechs in July, all of the new tech being introduced is releasing as standard in-game equipment on July 18th. Owning a Civil War pack is not required for purchasing and utilizing any of the new equipment in your MechLab.

This post contains all the information you'll need for getting up to speed on the new upcoming tech, but we encourage everyone to join this PTS and give us any feedback in the PTS Discussion Forum.

Please note that the primary purpose of this PTS is to test, experience, and provide feedback regarding the implementation and values of the new weapons and equipment.
Please check the Known Issues section of this post prior to reporting any bugs or issues in the PTS sub-forum.

We hope you'll enjoy this advance look at all the upcoming tech!



As usual, this Public Test contains a cloned version of the main player account database. This clone was created on June 1st 2017 at 10:00 AM UTC. As a result, upon logging into Public Test your account will appear as it did at that time.

• If your account was created after that time you will be unable to access the Skill Tree Public Test.
• If your login credentials were changed after that time you will need to login to this PTS using your original credentials.
• If your account was temporarily suspended at that time please contact moderation@mwomercs.com to resolve the suspension on PTS.
• This PTS build contains much of the content from our June 20th patch, including all of its balance and Quirk adjustments. You can find a rundown on all those changes in our June 20th Patch Notes. However, this PTS build does not contain the Competitive Play mode.
• All Quick Play matches will be 4v4
• Skirmish and Assault are the only two Game Modes in rotation.
• Solo and Group Queue matches will be supported. However, you will need to Group up in groups of 2 or 4 to find a match.
• The matchmaker will not be in effect (no PSR or Weight Class matching).
• Private Matches will be accessible.
• Faction Play will be accessible, but to help ensure you get matches we recommend you drop QP.
• All PTS accounts will be boosted with MC and C-Bill currency and Premium Time to aid with testing.
Please do not contact Support regarding any PTS questions or feedback. Please direct all PTS-related content to the dedicated Discussion Forum.




New additions are in bold. Existing weapon variants are listed for reference.



The Inner Sphere now has access to the Light Machine Gun and Heavy Machine Gun.
Though certain values differ, these new Machine Gun types are also available to the Clans.
Light Machine Gun Machine Gun Heavy Machine Gun
Slots 1 1 1
Tons 0.5 0.5 1
DMG 0.6/s 0.95/s 1.5/s
Max Range 480 240 180
Optimal Range 240 120 80
Projectile Speed 100 100 100
Spread 0.2 0.6 1.1
Health 7.5 7.5 7.5
Shots Per Ton 2000 2000 1000




The Inner Sphere now has access to the Light Gauss Rifle and Heavy Gauss Rifle; two new Gauss Rifle weapon types unique to the Inner Sphere.
While the Heavy Gauss Rifle boasts significant damage potential, firing a Heavy Gauss round will incur both reticle and cockpit shake.
Light Gauss Rifle Gauss Rifle Heavy Gauss Rifle
Slots 5 7 11
Tons 12 15 18
DMG 8 15 25
Heat 1 1 2
Cooldown 5 5 6.5
Max Range 1500 1320 810
Optimal Range 750 660 180
Projectile Speed 2000 2000 1000
Health 10 10 12.5
Shots Per Ton 20 10 5



The Inner Sphere now has access to LB 2-X, LB 5-X, and LB 20-X weaponry.
Though certain values differ, these are Inner Sphere versions of existing Clan LB X weaponry.
LB 2-X AC LB 5-X AC LB 10-X AC LB 20-X AC
Slots 4 5 6 11
Tons 6 8 11 14
DMG 2 5 10 20
Heat 0.5 1 2 5
Cooldown 0.72 1.66 2.5 4
Max Range 2430 2100 1620 1080
Optimal Range 810 700 540 360
Projectile Speed 1330 1330 1100 1100
Spread 0.35 0.65 0.9 1
Health 15 15 15 15
Shots Per Ton 75 30 20 10



The Inner Sphere now has access to Ultra AC/2, Ultra AC/10, and Ultra AC/20 weaponry.
Though certain values differ, these are Inner Sphere versions of existing Clan UAC weaponry.
Ultra AC/2 Ultra AC/5 Ultra AC/10 Ultra AC/20
Slots 3 5 7 10
Tons 7 9 13 15
DMG 2 5 10 20
Heat 0.8 1.5 4 7
Cooldown 0.72 1.66 2.5 4
Max Range 1400 1200 900 540
Optimal Range 700 600 450 270
Projectile Speed 2000 1150 950 650
Health 10 10 10 10
Shots Per Ton 75 30 20 7



The Inner Sphere now has access to Rotary Autocannons; a new Ballistic Weapon type unique to the Inner Sphere.
RACs are extremely rapid-fire Autocannons, but can jam if fired for too long. A distinguishing feature of RAC weaponry is the spin-up time required before firing commences, along with a subsequent spin-down time.
RACs are extremely prone to jamming when the Jam Gauge - located in the associated Weapon Group HUD - reaches its maximum/redline state, but will not jam if the pilot can maintain the firing pattern within the recommended operating limits. The Jam Gauge is impacted by the spin-up time.
Rotary AC/2 Rotary AC/5
Slots 3 6
Tons 8 10
DMG 4/s 9.6/s
Heat 2 4
Max Range 1080 900
Optimal Range 540 450
Projectile Speed 1150 950
Missile Spread 0.19 0.23
Health 10 10
Shots Per Ton 300 130



The Inner Sphere now has access to ER Small and ER Medium Laser weaponry.
Though certain values differ, these are Inner Sphere versions of existing Clan ER Laser weaponry.
ER Small Laser ER Medium Laser ER Large Laser
Slots 1 1 2
Tons 0.5 1 5
DMG 3 5 9
Heat 2.2 4.5 8
Cooldown 2.5 3.35 3.4
Duration 0.75 0.9 1.1
Max Range 400 720 1350
Optimal Range 200 360 675
Health 7.5 7.5 10



The Inner Sphere now has access to Light PPC, Snub-Nose PPC, and Heavy PPC weaponry; three new PPC weapon types unique to the Inner Sphere.
Light PPC Snub-Nose PPC PPC ER PPC Heavy PPC
Slots 2 2 3 3 4
Tons 3 6 7 7 10
DMG 5 10 10 10 12
Heat 5 10 9.5 13.5 14.5
Cooldown 4 4 4 4 4
Max Range 1080 630 1080 1620 1080
Optimal Range 540 270 540 810 540
Projectile Speed 1200 1200 1200 1300 1200
Health 7.5 12.5 12.5 12.5 15



The Inner Sphere now has access to Streak SRM 4 and Streak SRM 6 weaponry.
Though certain values differ, these are Inner Sphere versions of existing Clan S-SRM weaponry.
Streak SRM 2 Streak SRM 4 Streak SRM 6
Slots 1 1 2
Tons 1.5 3 4.5
DMG 4 8 12
Heat 2 3 4
Cooldown 2 3 4
Max Range 270 270 270
Optimal Range 270 270 270
Projectile Speed 250 250 250
Health 7.5 7.5 7.5
Shots Per Ton 100



The Inner Sphere now has access to Medium Range Missiles; an entirely new Missile Weapon type unique to the Inner Sphere.
These are unguided, low-damage Missiles catered to medium-range engagements. Unlike SRMs and LRMs, MRM firing patterns act as a 'stream' of Missiles, rather than a single volley of clustered Missiles.
MRM 10 MRM 20 MRM 30 MRM 40
Slots 2 3 5 7
Tons 3 7 10 12
DMG 10 20 30 40
Heat 4 6 10 12
Cooldown 4.3 4.3 4.3 4.75
Max Range 450 450 450 450
Optimal Range 450 450 450 450
Projectile Speed 350 350 350 350
Missile Spread 6.2 6.2 6.4 6.7
Health 7.5 7.5 7.5 7.5
Shots Per Ton 240



The Inner Sphere now has access to Rocket Launchers; an entirely new Missile Weapon type unique to the Inner Sphere.
Rocket Launchers are one-shot, unguided, low-damage weapons. While they boast very low tonnage requirements and do not require ammunition, their one-shot nature makes their ideal role very conditional.
Rocket Launcher 10 Rocket Launcher 15 Rocket Launcher 20
Slots 1 2 3
Tons 0.5 1 1.5
DMG 17.5 26.25 35
Heat 3 4 5
Max Range 540 450 360
Optimal Range 540 450 360
Projectile Speed 400 400 400
Missile Spread 4.2 4.2 4.2
Health 7.5 7.5 7.5



New additions are in bold. Existing equipment variants are listed for reference.





The Inner Sphere now has access to Stealth Armor; a new Armor type unique to the Inner Sphere. Stealth Armor can only be equipped by ECM-capable 'Mechs, and only when ECM is currently equipped.
Stealth Armor operates under an On/Off toggle state, and is toggled with the 'M' key (by default).
When active, Stealth Armor will make your 'Mech invisible to Enemy Sensors and Targeting systems, remaining visible only to the naked eye. When Stealth Armor is active your ECM will automatically switch to Disrupt, and will function in that state as normal.

When Stealth Armor is active your 'Mech will be prevented from dissipating any Heat your 'Mech is generating. In hot environments this will cause a gradual build-up of Heat, even when your 'Mechs is not in motion or otherwise engaged.
When Stealth Armor is deactivated any retained Heat is quickly dissipated, and any passive Heat related to Stealth Armor activity from environmental or 'Mech effects is no longer generated.
Once Stealth Armor is deactivated, you must wait for a period of 10 seconds before it can be reactivated. However, Stealth Armor can be immediately deactivated once it is activated.

Stealth Armor requires 12 Critical Slots, but does not save you any tonnage.

Ferro-Fibrous Light Ferro Stealth
Slot Requirement 14 7 12
Tonnage Reduction -1.1 -0.5 0





The Inner Sphere now has access to Light Ferro-Fibrous Armor; a new Armor type unique to the Inner Sphere.
Light Ferro-Fibrous requires only 7 Critical Slots, but saves you less Tonnage than regular Ferro-Fibrous.

Ferro-Fibrous Light Ferro Stealth
Slot Requirement 14 7 12
Tonnage Reduction -1 -0.5 0





The Inner Sphere now has access to Light Fusion Engines, a new Engine type unique to the Inner Sphere.
Lighter than a Standard Engine, but heavier than an XL, Light Fusion Engines only occupy 2 Critical Slots in each Side Torso. Inner Sphere 'Mechs are able to survive the loss of a Side Torso when a Light Fusion Engine is equipped.


The Inner Sphere now has access to Targeting Computer technology.
Though certain values differ, these are Inner Sphere versions of existing Clan Targeting Computers.
TC Mk I TC Mk II TC Mk III TC Mk IV TC Mk V TC Mk VI TC Mk VII TC Mk VIII
Slots 1 2 3 4 5 6 7 8
Tons 1 2 3 4 5 6 7 8
Zoom Level 1 Boost 8% 13% 18% 23% 28% 33% 38% 43%
Zoom Level 2 Boost 11% 17% 24% 30% 35% 40% 45% 50%
Adv. Zoom Boost 15% 24% 33% 42% 50% 56% 63% 69%
Sensor Range Boost 2% 3% 4% 5% 6% 6% 7% 8%
Targeting Time Boost 18% 28% 38% 48% 56% 64% 71% 79%
Projectile Speed Boost 3% 8% 13% 18% 23% 28% 33% 38%
Critical Chances 1.
2.
3.
1%
0%
0%

2%
1%
0%

3%
2%
0%

4%
2%
1%
5%
3%
1%
6%
4%
1%
7%
4%
1%
9%
5%
1%
Health 7.5 7.5 10 10 12.5 12.5 15 15



The Inner Sphere now have access to Laser AMS.
Though certain values differ, this new Laser AMS equipment is also available to the Clans.

Laser AMS AMS
Slots 1 1
Tons 1 0.5
DMG 105/s 105/s
Heat 5 0
Max Range 250 250
Optimal Range 165 165
Projectile Speed 100 100
Health 7.5

7.5

Ammo Required No Yes







New additions are in bold. Existing weapon variants are listed for reference.



The Clans now have access to the Light Machine Gun and Heavy Machine Gun.
Though certain values differ, these new Machine Gun Types are also available to the Inner Sphere.
Light Machine Gun Machine Gun Heavy Machine Gun
Slots 1 1 1
Tons 0.25 0.25 0.5
DMG 0.60/s 0.95/s 1.50/s
Max Range 480 240 160
Optimal Range 240 120 80
Projectile Speed 100 100 100
Missile Speed 0.2 0.6 1.1
Health 3.5 3.5 3.5
Shots Per Ton 2000 2000 1000



The Clans now have access to the ER Micro Laser; a unique addition for the Clan arsenal of ER Lasers.

ER Micro Laser ER Small Laser ER Med Laser ER Lrg Laser
Slots 1 1 1 1
Tons 0.25 0.5 1 4
DMG 2.6 5 7 11
Heat 1.7 3 6 10
Cooldown 2.25 2.75 3.5 3.75
Duration 0.75 1.1 1.25 1.35
Max Range 300 360 688 1480
Optimal Range 150 200 405 740
Health 3.75 5 5 6



The Clans now have access to the Micro Pulse Laser; a unique addition for the Clan arsenal of Pulse Lasers.

Micro Pulse Laser Small Pulse Laser Med Pulse Laser Lrg Pulse Laser
Slots 1 1 1 2
Tons 0.5 1 2 6
DMG 3 4 7.5 12
Heat 1.7 2.7 5 10
Cooldown 1.9 2 3 3.2
Duration 0.5 0.6 0.9 1.09
Max Range 180 297 561 840
Optimal Range 90 165 330 600
Health 3.75 5 5 7.5



The Clans now have access to Heavy Lasers; these are an entirely new type of Laser weapon unique to the Clan arsenal.
Heavy Lasers are distinguished by their potential for extremely high up-front damage potential at relatively low Tonnage requirements, but at the cost of high Heat and long Cooldown duration.

Heavy Small Laser Heavy Medium Laser Heavy Large Laser
Slots 1 2 3
Tons 0.5 1 4
DMG 6 10 16
Heat 4.25 8 17
Cooldown 3.75 5 6
Duration 1.35 1.6 1.7
Max Range 180 540 900
Optimal Range 100 270 450
Health 3.75 5 6



The Clans now have access to Light TAG; a new type of TAG unique to the Clans.

Light TAG TAG
Slots 1 1
Tons 0.5 1
Max Range 450 750
Optimal Range 450 750
Health 7.5 7.5



The Clans now have access to Advanced Tactical Missiles (ATM); an entirely new class of Missile weapons unique to the Clans.
ATMs are guided Missiles with range-based damage potential, dealing higher amounts of damage at close-range but lower amounts of damage at long range.
ATM 3 ATM 6 ATM 9 ATM 12
Slots 2 3 4 5
Tons 1.5 3.5 5 7
DMG 9 18 27 36
Heat 2.5 4.5 7 9
Cooldown 4 5 5 5
Max Range 1100 1100 1100 1100
Optimal Range 270 270 270 270
Projectile Speed 160 160 160 160
Missile Spread 4.2 4.2 5.2 5.2
Health 3.5 3.5 3.5 3.5
Shots Per Ton 72



New additions are in bold. Existing equipment variants are listed for reference.



The Clans now have access to the Light Active Probe; a new type of Active Probe unique to the Clans. The Light Active Probe takes up no Slots, but has a shorter range than the standard Active Probe.

Light Active Probe Active Probe
Slots 0 1
Tons 1 1
Health 5 5



The Clans now have access to Laser AMS.
Though certain values differ, this new Laser AMS equipment is also available to the Inner Sphere.

Laser AMS AMS
Slots 1 1
Tons 1 0.5
DMG 105/s 105/s
Heat 4 0
Max Range 250 250
Optimal Range 165 165
Projectile Speed 100 100
Health 7.5

7.5

Ammo Required No Yes



With the release of new technology and equipment, the Skill Tree has received a handful of low-impact changes and additions.



New Flamer Ventilation Nodes
2 new 'Flamer Ventilation' Nodes have been added to the Firepower Tree. These Nodes have been slotted into previously empty locations.
Flamer Ventilation Nodes will increase the dissipation rate for 'ramped' Heat generated when engaging Flamers.

UAC Jam Chance > Enhanced UAC / RAC
UAC Jam Chance Nodes have been replaced with Enhanced UAC/RAC Nodes. Rather than reducing the chances of incurring a weapon jam, these Nodes will now instead reduce the Jam Duration for UACs and improve the dissipation rate of the Jam Gauge for RACs.

Additions to Magazine Capacity & Missile Rack Nodes
Newtech Ammo and Missile types have been added to the Magazine Capacity and Missile Rack Nodes, respectively.



Enhanced ECM > Enhanced ECM Systems
The Enhanced ECM Nodes have been expanded to include functionality for the new Inner Sphere Stealth Armor. In addition to the existing boost for ECM, these Nodes will also reduce the Cooldown Duration before Stealth Armor can be re-activated.



Changes to Enhanced Coolshot
Boost provided from Enhanced Coolshot Nodes has been reduced to 15% per Node (down from 25%).



There are a number of known issues you are most likely to encounter or notice during your time on the New Tech Public Test client. A great deal of these have already been resolved, but were not yet completed in time for this PTS build. Remaining issues will be resolved prior to the July 18th patch.
If you encounter any issues not reported in this list we encourage you to report the issue in our PTS sub-forum!

Visual

The majority of 'Mechs have not yet been retrofitted to support the distinct visual appearance of new weaponry. For example, the Rotary Autocannon will appear as an Ultra Autocannon when equipped onto the majority of 'Mechs. Support for these new weapon visuals will be released in stages in future patches following our July Civil War Patch.
Until then, placing new weapons onto a 'Mech which does not yet support the unique visuals will cause those weapons to appear as their similar counterparts. For example, Rocket Launchers will appear as LRMs.

The following 'Mechs however will support the distinct visuals of new weaponry in the July patch, and when applicable, in this PTS:

• Black Knight
• Crab
• Enforcer
• Grasshopper
• King Crab
• Mauler
• Panther
• UrbanMech
• Wolfhound
• Zeus
• Annihilator (not available during PTS)
• Cougar (not available during PTS)
• Uziel (not available during PTS)
• Mad Cat MK II (not available during PTS)

• RAC weapon barrels currently do not rotate when being fired.
When Stealth Armor is active, the associated 'Mech will not retain its environment-neutral appearance when seen at a distance under Heat Vision.
• Status Indicator HUD 'help' window - available through the ESC menu - does not include indicator for Stealth Armor status.
• Rocket Launcher Hardpoints will still appear as if they have Rockets in them after being fired when placed onto 'Mechs which do not support their visual appearance.
• Some chassis will not display weapon geometry when equipping certain weapons.

Audio

Medium Range Missile SFX can overlap each other when fired.
• Bitching Betty refers to SRMs and LRMs when Rocket Launchers and ATMs are destroyed, respectively.
Tapping the associated fire button several times and then holding it down can prevent the RAC barrel SFX from playing correctly.

Gameplay

• 'Mechs will sometimes fail to fire Rocket Launchers if they immediately overheat due to the firing attempt.

MechLab

When using the Column version of MechLab at a vertical resolution below 1024, the Component tabs can extend outside the screen space.
• An over-tonnage Loadout can be saved after toggling from XL > STD Engine.
Damage over Range graphs are not correct for some weapons.
• Switching between top tabs in the Home screen will sometimes cause the text within your currently-selected tab on the left to not appear.
• Light Ferro-Fibrous Armor text will overrun available space within the Upgrades section of a 'Mech details tooltip.
• Heat scale warning text for ATMs refers to LRMs.
• Heat scale warning text for Rocket Launchers refers to SRMs.
• When no Engine is equipped, changing the Engine type to a non-Standard Engine in the dropdown and adjusting the Engine rating will automatically revert it to a Standard Engine.
• The Engine icon will sometimes appear incorrect when dragging a Standard or Light Engine onto a 'Mech.
• The Magazine Capacity list window will be cut off at low resolutions.






#2 Nelos Kniven

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Posted 28 June 2017 - 10:41 AM

SO HAPPY IT IS FINALLY HERE!

Edit:
Now that I have actually done it here is what I have found:
RL seem way OP on paper. Turns out they are actually balanced, since they only have one salvo.
I like all of the new weapons, but I have one problem. They all are huge steps up from the normal weapons and rather, OP. People are saying Heavy lasers a useless, but they cut up a Atlas like butter. RACs just mow down anything. MRMs are high power death barf. The new MGs and IS UAC and LBX are just like clan, which is fine and Heavy Gauss weight to Damage ratio is excellent. ATMs are hugely powerful, once you understand exactly what the graph is talking about. So, I think there will be many balance changes.

Edit 2:
Okay, other than ATMs things are better balanced than I thought. It's all good!
Wishlist for Civil war Escalation: Clan RACs, CSMRMs, and Light PPCs with capacitor

Edit 3:
Thanks for the ATM min range, they are balanced. Until people discover the 4x ATM 12 NTG. Oops.....

Edited by Gr Armpit, 29 June 2017 - 06:36 AM.


#3 Reno Blade

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Posted 28 June 2017 - 10:43 AM

Finally!
now to read all of it Posted Image

OK first look at the paper stats, then going to test it ingame.

Paper stats:
- HGauss seems interesting with very long Max range having a ramp-down with about 12dmg at about 500m.
- Heavy Lasers look good on paper (I don't care for the beam duration QQ.)
- Surprised IS Streaks are so short on CD. Will need to see if they are going to be great on a StreakCat/Archer or Whacker.

Testing:
- ATM using "staged" damage curve is very interesting (3dmg short, 2dmg, 1dmg long).
- isUAC10 shots 2 bullets and isUAC20 3 bullets? the ammo is wrong then, but thats know i guess.
- HGauss shake on fire ! awesome
- LGauss charges faster
- RAC2 are sooo cool
- HPPC has some splash dmg

Edited by Reno Blade, 28 June 2017 - 11:32 AM.


#4 DGTLDaemon

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Posted 28 June 2017 - 10:47 AM

Holy crap... Guys, you really HAD to make heavy lasers useless? Look at the burn durations... Who in their right mind will ever equip a laser with the burn time of 1.7 seconds?

#5 YokiLin

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Posted 28 June 2017 - 10:48 AM

oh yeah~~~ Posted Image Posted Image Posted Image

#6 Tordin

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Posted 28 June 2017 - 10:49 AM

Woke up after a powernap with the laptop on my lap, seeing this. Now I........................
Hang on.
Need coffee *CHECK
Lenses clear and moist* CHECK*

*notices HEAVY LAZORS ARE USELESS!*
*Ignores, need to focus.

I need to dakka but also need to read.....

#7 Gannycus

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Posted 28 June 2017 - 10:54 AM

Is the Heavy Gauss Rifle optimal range correct? 180mt with 810mt max range seem weird.

And shots per tons is low too, only 125 potential damage per ton, 6 would equal other ballistics.

And IS LBX 20 shots per tons is 10 where Clan have only 7.

Edited by Gannycus, 28 June 2017 - 11:03 AM.


#8 Nimnul

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Posted 28 June 2017 - 10:59 AM

1. Clans lasers:

heavy medium lasers - is too short and too heat, and 2 slots
micro Smalls too many cooldown
heavy large too heat, and 3 clots

Not usable. Clans no get new good weapons. Old weapons better.
---------------------------------------

2. Heavy gauss and LBX20 how i can use it in KingCrab ?? 11 slots really?

Not usable. I was dream that KingCrab and other can run, but it still sh...

--------------------------------------

3. Heavy PPC not usable weapon, slots and mass, and low damage. Heavy Not worth it with 2 dmg more than simple PPC.

----------------------------------------

4. How RAC2\5 work with cooldown? Now RAC2\5 seems no good vs UAC2\5. Start time + low damage + low range + jamming = low dps

Not usable. This weapon Rac5 must 15 dmg\s, Rac2 must 6 dmg\sec. Its a minimum

------------------------------------------

5. UAC20 amo bug ? Here no 7 shoot per ton

Edited by Nimnul, 28 June 2017 - 06:11 PM.


#9 Cy Mitchell

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Posted 28 June 2017 - 11:01 AM

Downloading. As soon as I get the lawn mowed and swim my laps, I know what I will be doing for the next three or four days!


OMINOUS: For the first time ever, I got a warning that there were problems with my client and had to run the repair tool. It is currently scanning the files.

On the Clan Machine gun trait panel, missile speed is listed instead of spread.

Minimum distance on ATM 180m. Missile speed extremely slow.

Edited by Rampage, 28 June 2017 - 11:58 AM.


#10 Tordin

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Posted 28 June 2017 - 11:05 AM

OK
Micro pulse lasers dmg need to be toned down to 2 and their heat lowered with 0.2 THAT or up the dmg on clan mediium pulse lasers to 5 with no other adjustments. Seriously 4 is not enough dmg for the heat.
My mind is alredy overloaded with thoughts about this.

#11 SmokeGuar

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Posted 28 June 2017 - 11:11 AM

IS ER Small and ER Med having more range than Clan counterparts, because?

#12 LORD ORION

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Posted 28 June 2017 - 11:12 AM

MWO portal... but still have to install an entire second copy for test server? Hopeless...

Also... Heavy laser duration... lol, your new balance guy totally cracked the code of making things useable..

Edited by LORD ORION, 28 June 2017 - 11:19 AM.


#13 Oberost

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Posted 28 June 2017 - 11:15 AM

View PostSmokeGuar, on 28 June 2017 - 11:11 AM, said:

IS ER Small and ER Med having more range than Clan counterparts, because?


Because less damage?

#14 Tarogato

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Posted 28 June 2017 - 11:17 AM

Really? No ghost heat limits? We have to guess? Pretty sure the game client doesn't tell us either. We'll have to guess.

#15 Hawk819

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Posted 28 June 2017 - 11:37 AM

I'm just glad to see that the ATM will have shots per ton at 72.

#16 LORD ORION

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Posted 28 June 2017 - 11:38 AM

View PostOberost, on 28 June 2017 - 11:15 AM, said:


Because less damage?


Awesome, longer range on more tanky mechs... totally legit balance.

#17 Pariah Devalis

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Posted 28 June 2017 - 11:40 AM

Odd. Why the change to Light Active Probes? As I recall, they are supposed to be 1 crit, 0.5 tons. The post lists them as zero crits and 1 ton, however. Why... the peculiar change?

Edit: Post is wrong on forums. In game it is, indeed, 1 crit and 0.5 tons.

Edited by Pariah Devalis, 28 June 2017 - 11:51 AM.


#18 Bud Crue

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Posted 28 June 2017 - 11:42 AM

2 points of damage at a cost of three more tons on the HPPC vs the PPC? Ugh.

#19 Oberost

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Posted 28 June 2017 - 11:52 AM

View PostBud Crue, on 28 June 2017 - 11:42 AM, said:

2 points of damage at a cost of three more tons on the HPPC vs the PPC? Ugh.

Yes, to the trash bin with it. Another useless weapon...

I forgot, 5 more heat on top of that.

Great!

Edited by Oberost, 28 June 2017 - 11:53 AM.


#20 Gannycus

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Posted 28 June 2017 - 11:54 AM

There is a lack of information

-Ghost heat penalities
-Damage per shell/missile for IS Rotary autocannon and MRM and Clan ATM
-Min range limit for Light/Snub-Noze/Heavy PPC
-Light Fusion data table

Why IS targeting computer does not have beam range boost like Clan counterpart?





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