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Civil War: New Tech Public Test Session


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#21 MechaBattler

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Posted 28 June 2017 - 11:59 AM

So light gauss has the same cooldown as regular gauss? It better not have charge up. Otherwise the range increase isn't worth the weight.

HPPC 12 damage. With a .5 heat reduction to compensate for the loss of 3 damage from the TT stats. Unless we're getting that damage as splash damage, seems a rather poor investment in weight.

MRMs with 360 speed. Well we can at least dream of medium range as our missiles sail by the enemy harmlessly.

Edited by MechaBattler, 28 June 2017 - 12:00 PM.


#22 Reno Blade

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Posted 28 June 2017 - 12:05 PM

View Postgh0s7m3rc, on 28 June 2017 - 11:37 AM, said:

What's the min range for the new iPPC's (if any)?
What's the Jam time for the new iUAC/RAC?
What's the charge time for the new iGR?
Would it be too much to ask for a list of the LFE and its weight?

EDIT: The MRM's are streamed, then? How long will it take to fully fire a MRM40? Posted Image

I ask because I'm at work for the next 12 hours, so it's going to be a while until I can get home and DL the PTS build. Posted Image

PPC, LPPC, HPPC all use 90m it seems
I think the same jam time as cUACs
HG seems slower than GH and LG is fastest.
Not sure exactly but GR is 0.75 so i guess we are somewhere between 0.5 and 1.0s charge. It's hardly noticable if you don't mix LG and HG in the same group (which I tried on Mauler)

LFE is halfway between STD and XL engine usually with the weigt.

View PostGannycus, on 28 June 2017 - 11:54 AM, said:

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?

RAC states it has DPS value, so per shell is hard to say without knowing how many shells.
MRM total damage is 40 for MRM40, so 1 per missile.
ATM has stages. 3dmg at short range (about 300m) then 2dmg and later 1dmg up to max range.

PPCs have 90m min range, but SNPPC has none, as originally it's a point-blank PPC.

HPPC with 12dmg seems to have 3 splash for total of 15dmg (less splash than cERPPC).

Edited by Reno Blade, 28 June 2017 - 12:09 PM.


#23 Zergling

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Posted 28 June 2017 - 12:12 PM

Following might be good/usable:
HMGs
IS ER Small
IS ER Medium
IS UAC2/10/20
RAC 2/5
Light PPC
Snub-Nosed PPC
IS Streak SRMs
ATMs

The following are likely Dead on Arrival with their listed stats:
Light Gauss
Heavy Gauss
Heavy PPC
MRMs
Rocket Launchers
Stealth Armor
Heavy Lasers


EDIT: ATMs have 180 meter minimum range, they are just 'LRM-Plus' with bad ammo damage/ton efficiency at long range.
Yet another crappy weapon.

Edited by Zergling, 28 June 2017 - 12:44 PM.


#24 Sarsaparilla Kid

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Posted 28 June 2017 - 12:15 PM

I didn't see if there was any indication as to when this PTS would end...we are in the home stretch of the Summer Blast Event, plus we have the Resistance Heroes Leaderboard events, too...lots going on, so hopefully this PTS isn't slated to end in a few days like the last Skill Tree PTS did.

#25 Jman5

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Posted 28 June 2017 - 12:22 PM

What's the jam chance on the new UACs?

#26 DAYLEET

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Posted 28 June 2017 - 12:22 PM

WHOO i can't wait to play with this!

View PostDGTLDaemon, on 28 June 2017 - 10:47 AM, said:

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?

for the same tonnage as a cerll and 16damage i bet there will be a lot of shadowcat enjoying them. im totaly looking forward to get sniped in the back with 3 of those...


View PostTordin, on 28 June 2017 - 10:49 AM, said:

Woke up after a powernap with the laptop on my lap

So i was drunk off my *** an eeh i mean i was taking a power nap, yes, i take those and eeeh.. i need coffee.

Posted Image


goodbye AC, goodbye ML, you have been permanently replaced. Goodbye SL and mg... sl? MG? Were you even there to begin with?

Edited by DAYLEET, 28 June 2017 - 12:35 PM.


#27 Saint Atlas and the Commando Elf

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Posted 28 June 2017 - 12:33 PM

Still downloading, but I already feel qualified to comment :-)

Heavygauss needs more HP, as it takes up 11 slots and -more importantly- think of the mechs it will realisticly be mounted on.

#28 Aleski

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Posted 28 June 2017 - 12:34 PM

Heavy PPC does only 12 dmg ?
Light Gauss 8 dmg and 5s cooldown ?
Duration of the Heavy laser weaponry ? They are not hot enough ?
Range and number of slots of the Heavy Gauss ?
11 slots on the IS LB20X ?

Huge fails for those new weapons.

#29 Appogee

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Posted 28 June 2017 - 12:37 PM

Quote

Support for these new weapon visuals will be released in stages in future patches following our July Civil War Patch.


If I gave my customers half-baked software with a promise of a fix "in future patches" I'd be out of business.

Edited by Appogee, 28 June 2017 - 12:38 PM.


#30 shameless

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Posted 28 June 2017 - 12:53 PM

Atm's had so much promise, then you gave them 180m min range. worthless weapon

#31 Jagd Wolf

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Posted 28 June 2017 - 12:53 PM

When it comes to the cooldown rates for ATM's - should they not be scaled rather than all having a cooldown of 5 (except the ATM 3)?

#32 Ery

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Posted 28 June 2017 - 12:55 PM

View PostAleski, on 28 June 2017 - 12:34 PM, said:

Heavy PPC does only 12 dmg ?


They do some additional Splash Damage. (similar to the cERPPC)
So the real damage could be higher, maybe 16 or 18.

Some other things:

There seems to be an heat bug when firing 1 RAC2 an 1 RAC5 togehter. Can anyone confirm?

The min range of the ATMs are to high. The corridor for 3dmg/rocket is to small.
The ramps for the damage decrease are another problem, Maybe replace them with a continuous decrease.

The UAC20/UAC10 are firing 3/2 shots. This is not completely reflected by ammunition. (7+6/20+6)

I can fire 2 UAC20 without Ghost heat.

No beam range increase for IS targeting computer?

And... I want new colors for new laz0rs :-)

Edited by Ery, 28 June 2017 - 01:17 PM.


#33 Sun Ce

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Posted 28 June 2017 - 12:56 PM

[color=#263238]atm 12 5 slots 7 tons 36 damage........a night gyr can carry 4 atm12 and 3 atm3 for a total of 171 alpha damage at 180-360 range can anyone verify?[/color]

#34 Zergling

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Posted 28 June 2017 - 01:02 PM

Changes that I see as being needed so far from my testing:

Light Gauss; reduce its CD by at least 1.5 seconds for a start.
Heavy Gauss; reduce how sharply it loses damage with range, in addition to buffs to projectile speed and/or cooldown.
Heavy PPC; increase its damage to 15. 12 damage with splash is horrible for a 10 ton, 4 slot weapon with 14.5 heat.
MRMs, of all sizes; drastically reduce their spread. It is literally mech sized at close range.
Heavy Small Laser; reduce duration to 1.00 second, increase range to 150 meters.
Heavy Medium Laser; reduce duration to 1.30 or 1.35 seconds.
Heavy Large Laser; reduce duration to 1.4 or 1.5 seconds, reduce heat to 13.
ATMs; remove the 180 meter minimum range. Their damage per ton of ammo is way too low for these to be good long range weapons, in addition to terrible DPS at long range, so don't force them to act as such.

#35 Sky Hawk

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Posted 28 June 2017 - 01:11 PM

Lol.. the patch saz, the RACs have "Missile Spreads"... surely just an usually PGI text failure...

But, missiles coming from a rotary system... would be so cool... Posted Image

Edited by Sky Hawk, 28 June 2017 - 01:12 PM.


#36 Smargl

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Posted 28 June 2017 - 01:13 PM

Why IS er lasers better almost in every way? Is there something why it was done such? Same weight and slots but better parameters...

Edited by Smargl, 28 June 2017 - 01:13 PM.


#37 Randall Flagg

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Posted 28 June 2017 - 01:15 PM

Fun fact: finished an entire beer before the clan heavy laser was done firing.

#38 Zergling

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Posted 28 June 2017 - 01:23 PM

RAC2/5 appear to be decent, although they need some tuning.

RAC2s are doing less than half the DPS of RAC5s, despite being only 8 tons versus 10. I'm not sure what average damage per burst before a jam occurs is though, but this seems wildly unbalance at face value.

Their ghost heat limits need tweaking; both RAC2 and 5 have a ghost heat limit of 2, and they are in a shared group, so no using 2x RAC5 and 2x RAC2.
Ghost heat limit of 2 on the RAC5 is fine, but the RAC2 should have a ghost heat limit of 4.

Further, there's a bug where ghost heat is triggered when a single RAC5 is fired at the same time as a RAC2.


Next up is Light PPCs; they have a ghost heat limit of just TWO. This is ridiculously low; they badly need a ghost heat limit of at least 4.

Edited by Zergling, 28 June 2017 - 01:24 PM.


#39 Draglock

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Posted 28 June 2017 - 01:25 PM

I've noticed the ATM's have the same drawbacks as I.S. LRM's no damage at under 180m.

#40 Hippogryph

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Posted 28 June 2017 - 01:27 PM

View PostDGTLDaemon, on 28 June 2017 - 10:47 AM, said:

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?


Someone who wants to hunt slower moving heavies and assault mechs. The duration will make heavy lasers difficult to use against anything fast moving (and will keep you exposed for quite a while). But this weapon will be great for light and medium mechs that want to pack a huge hit and run alpha against their larger counterparts. Being able to get 10 dmg out of one ton invested is pretty impressive, and likewise 16 dmg for four tons at decent range. I think these things will be niche relative to Clan Large Pulse lasers, but useful.

I also see the IS MRMs as similar, in a way. Their stream characteristic will make them must less effective against light and fast moving mechs. But if you can square up an assault mech like a Mauler or Dire Wolf and let go with streams of MRMs, it will go down fast.

Time will tell, of course.

(I think Stealth Armor and the various Gauss Rifles will be a good combo. One can stay in-stealth and not rack up too much heat.)





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