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Civil War: New Tech Public Test Session


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#81 stealthraccoon

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Posted 28 June 2017 - 05:47 PM

Good thing all these numbers are written in stone and they won't test them for performance.... I mean it's not like they are going to let us mess around with them in a safe sandbox....

Oh, wait....

#82 FeedMePlz

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Posted 28 June 2017 - 05:54 PM

so
wtf heavy lasers have the same colores as normal?

its so lame

Edited by FeedMePlz, 28 June 2017 - 05:55 PM.


#83 Tesunie

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Posted 28 June 2017 - 06:08 PM

Problems:
- Clan Light Active Probe does not have the correct stats. It takes up 1 slot and weights 0.5 tons. It is listed here as a 0 slot 1 ton equipment (which my huntsmen would love).
- ATMs currently can not deal 3 damage a missile... They have IS LRM minimum ranges... Otherwise, interesting to use them. More direct fire LRM/SSRM hybrids...

View PostFeedMePlz, on 28 June 2017 - 05:54 PM, said:

so
wtf heavy lasers have the same colores as normal?

its so lame


Most of these weapons don't have their geometry done yet. Their colors may still change. This is only a test of the weapon stats, not so much how they look.

#84 cougurt

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Posted 28 June 2017 - 06:12 PM

View PostTesunie, on 28 June 2017 - 06:08 PM, said:

Problems:
- Clan Light Active Probe does not have the correct stats. It takes up 1 slot and weights 0.5 tons. It is listed here as a 0 slot 1 ton equipment (which my huntsmen would love).
- ATMs currently can not deal 3 damage a missile... They have IS LRM minimum ranges... Otherwise, interesting to use them. More direct fire LRM/SSRM hybrids...



Most of these weapons don't have their geometry done yet. Their colors may still change. This is only a test of the weapon stats, not so much how they look.

they got the stats wrong in the post. the in-game stats are correct.

#85 FeedMePlz

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Posted 28 June 2017 - 06:29 PM

https://clips.twitch...iedogPeteZaroll

Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image

Edited by FeedMePlz, 28 June 2017 - 06:29 PM.


#86 Tesunie

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Posted 28 June 2017 - 06:36 PM

MRMs also appear to have a hit reg issue...

#87 lilHamlet

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Posted 28 June 2017 - 07:01 PM

What PGI has done with Snub-nose PPCs eliminates any sort of use case for them. TT, they are supposed to have a short range that exceeds maximum Medium Laser range, but the maximum range is far shorted than standard PPCs. Instead PGI has delivered:

-effective range of a medium laser
-10 damage for 10 heat
-4 sec cooldown.
-6 tonnes per weapons

What is the use-case for these weapons in the game when you'll get more performance out of medium lasers with 5 damage for 3.4 heat with a 3 sec cooldown and 1/6th the weight?

The whole point of the sPPC lore-wise was a powerful mid-long range weapon. This isn't the case when the damage drop-off starts in srm range. Frankly, they are supposed to be longer range weapons than IS Large Pulse Lasers.

I really hope PGI re-examines this. The programming math shouldn't be tough, it should resemble the damage drop-off/range profile of their current Clan Large Pulse Lasers.

Edited by lilHamlet, 28 June 2017 - 07:21 PM.


#88 Draglock

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Posted 28 June 2017 - 07:12 PM

Micro lasers need to be purple

#89 Tier5 Kerensky

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Posted 28 June 2017 - 07:13 PM

View PostFeedMePlz, on 28 June 2017 - 06:29 PM, said:



The testing grounds are bogus. It means nothing as they are bogus in all versions.

#90 stealthraccoon

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Posted 28 June 2017 - 07:16 PM

View PostDraglock, on 28 June 2017 - 07:12 PM, said:

Micro lasers need to be purple


Most important ^^^^^



#91 Wattila

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Posted 28 June 2017 - 07:19 PM

View PostlilHamlet, on 28 June 2017 - 07:01 PM, said:

What is the use-case for these weapons in the game when you'll get more performance out of medium lasers with 5 damage for 3.4 heat with a 3 sec cooldown and 1/6th the weight?


SNPPC range and cooldown sync well with the AC20. I'd actually expect AC20+1-2xSNPPC to be a relatively common build.

Edited by Wattila, 28 June 2017 - 07:19 PM.


#92 Mineirinho

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Posted 28 June 2017 - 07:31 PM

Hi,

PGI, congratulations for this new patch and the new tech. All weapons are amazing. The new light engine too.

My suggestions / things that I saw are:

1 - With the new IS computers, the old Command Console does not have sense. Why I am going to using the CC despite of IS Computers like it has not so much bonuses and cost so much of tonnage? I really cannot see objectives now for it;

2 - When the C-ATM is out of ammo, the computer voice said: "LRM Depleted" despite of "C-ATM Depleted" ;

3 - I expected an Issue after firing 2xRotaries ac5 on a Roughneck, I fired 1, 2, 3, 4 times until it became jammed. After it and waiting the mech's "cooldown", firing it again (with the heat bar at low position), I got a very very fast overheating (far more faster than the other 4 fires). To solve it, I most exit from the Testing Ground. After reentering on Testing Ground, I got the same issue again. I tried now with Rotary 2 and it's happening with this one too. It's intermitent. Sometimes it occur with one weapon jammed and the other not, but with the heat bar at low state, so, for no reason the heat increase so much faster.

4 - When the MRM is out of ammo, the computer voice said nothing. I tried it two times but no voice like "MRM ammo depleted";

5 - When the Rotary is out of ammo, the computer voice said: "Auto Cannon Depleted". I think that the correct one is "Rotary Cannon Depleted";

6 - When we use the Rotary cannon (at least one Rotary) in a chain fire mode, it's not firing. Is this the correct behavior? I think that it's a good approuch not let the player enable the chainfire when the Rotary is selected in the slot or some type of information.

7 - Please, put different colors for the lasers, for example, microlasers and IS small lasers with purple (or other color that you want), the C-Heavy sml, med and large lasers should have differences too. When you fire ER Small laser, Micro laser, C-Heavy small laser, it does not have any difference in apparence.

8 - When using Stealth armor and LRM, the target are not charging, after disabling the Stealth Armor, we now can charge the target, ok, I know that it should be a expected, but, when we launch the LRM in different distances but with the crosshair in the target, we still have the chance of hitting it with good accurace. Is this expected?

9 - For the future, please, include a Test Ground mode with mobile NPCs (or at least with NPCs that are active and shoot on you), so, we can test AMS, Armor, Mech's Speed in battle and more.

10 - Urby with many missile hardpoints, including in the legs and 3xAMS points and ECM, please? lol.

11 - The Clan LAMS has the same visual as the normal Clan AMS.

12 - The LAMS is too hot, even in IS or Clan. If you cannot change the heat of it, at least create a limit for the LAMS use for preventing overheating.

13 - When using more than 3 Rotaries, The Alert advisor in the Mechbay is say: "Firing more than 2 @ui_loadout_warning_heatscale_group_11 simultaneously...";

14 - About the Advanced Tactical Missile (ATM), it do really not make any sense having range damage reduce. In a real world, missiles does not reduce your damage only by range, but for other reasons, like the distance that the missile is ignited from the target. But not the distance of the target from who shot it (ok, MWO is not real world, but even in this universe reducing the damage by distance does not make sense too..). In my oppinion the missile can have a minimal distance of damage but the same damage at the maximum too (and with a max. range low than LRMs).

It's only these things that I saw playing in the testing ground mode.

But in general, the new techs are very good.

If you wanna contact me to know the issues that I got, few free to send me an email.

Thank you very much and best regards.

Edited by Mineirinho, 29 June 2017 - 06:57 PM.


#93 lilHamlet

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Posted 28 June 2017 - 07:33 PM

View PostWattila, on 28 June 2017 - 07:19 PM, said:


SNPPC range and cooldown sync well with the AC20. I'd actually expect AC20+1-2xSNPPC to be a relatively common build.

But why would you even do it when you can 6MPL and AC20 for the better effectiveness? Or if you went with 6 ML, you can add more ammo or heatsinks. It's basically a heavy, hot, and slow giant twin medium laser as they have created it.

As mentioned before, it's actually supposed to have a better range profile (1-9/10-13/14-15) than the IS Large Pulse Laser (1-3/4-7/8-10).

Edited by lilHamlet, 28 June 2017 - 07:34 PM.


#94 MovinTarget

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Posted 28 June 2017 - 07:37 PM

I was about to mention the RAC-Chain Fire not working...

..then again, not sure how that *should* work...

View PostlilHamlet, on 28 June 2017 - 07:33 PM, said:

But why would you even do it when you can 6MPL and AC20 for the better effectiveness? Or if you went with 6 ML, you can add more ammo or heatsinks. It's basically a heavy, hot, and slow giant twin medium laser as they have created it.

As mentioned before, it's actually supposed to have a better range profile (1-9/10-13/14-15) than the IS Large Pulse Laser (1-3/4-7/8-10).


They've made it a brawling weapon with a much longer max range than the standard 2xOptimal... So I guess it has utility in the midrange game as you aren't losing much damage at 450-600m.

I was dropping my K2 with 2 SNPPC and 2 UAC5s w/ LFE and it was a little toasty but pretty effective.

#95 lilHamlet

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Posted 28 June 2017 - 07:51 PM

View PostMovinTarget, on 28 June 2017 - 07:37 PM, said:

I was about to mention the RAC-Chain Fire not working...

..then again, not sure how that *should* work...



They've made it a brawling weapon with a much longer max range than the standard 2xOptimal... So I guess it has utility in the midrange game as you aren't losing much damage at 450-600m.

I was dropping my K2 with 2 SNPPC and 2 UAC5s w/ LFE and it was a little toasty but pretty effective.


I was planning on using it for most of my mechs based on TT which is why I'm bothered right now. I'd be entirely fine and was expecting maybe 450 full damage with a severe dropoff afterward, but 5-ish damage for 10 heat at 450m is horrible. 2 damage for 10 heat at about 600m is even worse. All this with a 4 sec CD.

#96 Dee Eight

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Posted 28 June 2017 - 08:10 PM

Questions...

Why does LASER AMS have a projectile speed ?

Why is the Heavy PPC only 12 points of damage when in the lore its 15 ?

Why do you continue to have lower optimal range values for inner sphere UAC's than in the lore (where they're all better than regular ACs) ?

Why do the armors list a tonnage reduction as a fixed value in the description above ?

Why do inner sphere targeting computers not provide a laser range boost like the clan versions ?

Streak-2 heat value is listed as 2 when currently in the live server its 1.7. Are the heat values going to be increased again come the next patch ?

What's the ROF on the RAC's ? Its all fine and good to say its X damage per second... but how much ammo is consumed to do that ?

#97 Wattila

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Posted 28 June 2017 - 08:19 PM

View PostlilHamlet, on 28 June 2017 - 07:33 PM, said:

But why would you even do it when you can 6MPL and AC20 for the better effectiveness? Or if you went with 6 ML, you can add more ammo or heatsinks. It's basically a heavy, hot, and slow giant twin medium laser as they have created it.

As mentioned before, it's actually supposed to have a better range profile (1-9/10-13/14-15) than the IS Large Pulse Laser (1-3/4-7/8-10).


Because you want all your damage to go to the same location, or don't want to stare at the enemy waiting for your burn to finish. Sure, lasers are the king for dmg/ton, but that's not the full story. But dunno, SNPPC might turn out to be crap in real-world use, will have to see once the new tech arrives on the live server.

#98 Brain Cancer

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Posted 28 June 2017 - 08:28 PM

View PostShock21, on 28 June 2017 - 05:38 PM, said:

How come LBX10s get a tonnage and slot discount from AC10s but the 2s, 5s and 20s don't?


Fun story: Originally,the Clans were supposed to get "Star League" tech weaponry, which would be a small step up from the 3025-era stuff but not over the top. After all, they were Kerensky's army and it'd still have been a leg up on the Inner Sphere.

Then they decided to go over the top instead, but the LB-10X, which was made far before the others had already gotten it's stats locked in. Everything was added considerably later, with Clantech LB-X's and then the IS 2-5-20. Clantech got it's own vastly superior tech tree, and decades later, MWO would attempt to match it 1:1 with the Inner Sphere stuff with nightmarish results. IS LB-X were made bulkier to balance properly with standard AC's, especially as cluster ammo was actually useful in TT vs. being a junky shotgun mode in MWO with no other ammo options.

#99 Dee Eight

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Posted 28 June 2017 - 08:31 PM

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

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


More maximum range but less optimal range and the damage they do is lower...so at the near maximum they're not really doing more than paint chipping anyway.

#100 Brain Cancer

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Posted 28 June 2017 - 08:33 PM

View PostlilHamlet, on 28 June 2017 - 07:01 PM, said:

What PGI has done with Snub-nose PPCs eliminates any sort of use case for them. TT, they are supposed to have a short range that exceeds maximum Medium Laser range, but the maximum range is far shorted than standard PPCs. Instead PGI has delivered:

-effective range of a medium laser
-10 damage for 10 heat
-4 sec cooldown.
-6 tonnes per weapons

What is the use-case for these weapons in the game when you'll get more performance out of medium lasers with 5 damage for 3.4 heat with a 3 sec cooldown and 1/6th the weight?

The whole point of the sPPC lore-wise was a powerful mid-long range weapon. This isn't the case when the damage drop-off starts in srm range. Frankly, they are supposed to be longer range weapons than IS Large Pulse Lasers.

I really hope PGI re-examines this. The programming math shouldn't be tough, it should resemble the damage drop-off/range profile of their current Clan Large Pulse Lasers.


Actually, snubbies should start losing damage at 270m. They were garbage at mid-long ranges, as you rapidly dropped to 8 and then 5 damage. They were great in their "short" range, which was actually quite a lot.

SNPPCs should actually get a higher velocity than normal PPCs to reflect that, but after 270m, they're supposed to decay fast. That's the tradeoff this version of the IS PPC gets for having no minimum range, being compact enough to fit a CT energy hardpoint, less weight than a standard PPC, etc. etc.





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