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Wanna Hear A Joke?

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#41 Y E O N N E

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Posted 28 June 2017 - 03:34 PM

View PostAthom83, on 28 June 2017 - 02:54 PM, said:

Not like you're getting the damage of a weapon class larger or anything... oh wait.


Doesn't matter if it takes almost as long as firing two of the normal versions in series to get the damage out.

#42 Lugin

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Posted 28 June 2017 - 04:07 PM

The new UA/Cs should have a bit more optimum range.

The 10's supposed to have 540m, the 20 should have 300m, and the 2 should have 750.

Just looking at the ranges, it seems they just pasted the range values from the standard A/Cs.

#43 Y E O N N E

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Posted 28 June 2017 - 04:11 PM

View PostLugin, on 28 June 2017 - 04:07 PM, said:

The new UA/Cs should have a bit more optimum range.

The 10's supposed to have 540m, the 20 should have 300m, and the 2 should have 750.

Just looking at the ranges, it seems they just pasted the range values from the standard A/Cs.


They are grasping at straws to keep standard ACs relevant. They could easily do that by increasing their velocity and decreasing their cool-down, but nope. Gotta do it the painful way.

#44 Ultimax

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Posted 28 June 2017 - 04:24 PM

Are they serious with those burn times?

I love how YEARS of feedback just cannot make it through whatever metallic susbtance reinforces their craniums.

#45 Marquis De Lafayette

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Posted 28 June 2017 - 04:29 PM

The scientists and engineers on both sides (IS/Clan) need to be fired....with timeline jump we could presume that years of work and a gazillion c-bills were spent on this new technology.....which mostly seems worse than the old tech.

I get it that you don't want to crush TTK...but seriously...mostly this new weapons tech is worse (with exceptions). ATM's are not advanced man...unless you are counting the advanced math we would have to do to determine if we can or should fire them. Not to mention the slow velocity and low tube count makes them more vulnerable to ams (which you just enhanced!) than any other missle system. Did Clan scientists think we always wanted a missle system with a minimum range...as if we would be asking for that one!

Redo some values and try again...we want you to get this right.

Edited by Marquis De Lafayette, 28 June 2017 - 06:51 PM.


#46 El Bandito

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Posted 28 June 2017 - 06:02 PM

*corrected*

Edited by El Bandito, 28 June 2017 - 06:06 PM.


#47 FupDup

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Posted 28 June 2017 - 06:05 PM

View PostEl Bandito, on 28 June 2017 - 06:02 PM, said:

WTF. Why does Light Gauss have shorter range than that of regular Gauss? Light Gauss has longer range in both TT and in MW4. That was part of its function as sniper weapon.

Regular Gauss is 660, Light is 750.

However, that gap isn't nearly large enough to make up for half the damage and the exact same cooldown time.

#48 Metus regem

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Posted 28 June 2017 - 06:06 PM

View PostEl Bandito, on 28 June 2017 - 06:02 PM, said:

WTF. Why does Light Gauss have shorter range than that of regular Gauss? Light Gauss has longer range in both TT and in MW4. That was part of its function as sniper weapon.

Lighter ballistics have longer range, and lighter energy weapons have shorter range. How hard it is to understand that, PGI?


Just disregard it's inability to head cap at range anything other than a few medium and light mechs in TT....

#49 El Bandito

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Posted 28 June 2017 - 06:06 PM

View PostFupDup, on 28 June 2017 - 06:05 PM, said:

Regular Gauss is 660, Light is 750.

However, that gap isn't nearly large enough to make up for half the damage and the exact same cooldown time.



I stand corrected.

#50 The6thMessenger

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Posted 28 June 2017 - 06:08 PM

View Postkapusta11, on 28 June 2017 - 11:20 AM, said:

Posted Image


That's actually okay considering what LGR is supposed to be TT. Though i wish that it has more shots ammo/ton and better cd.

#51 MW Waldorf Statler

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Posted 28 June 2017 - 06:17 PM

seeing all The MW4 mektek Toys , most im use the old Standard Weapons

#52 jjm1

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Posted 29 June 2017 - 01:24 AM

View PostLuminis, on 28 June 2017 - 11:29 AM, said:

Wanna hear another?

Posted Image


Well 16 damage for just 4 tons needs a few downsides.

#53 DrxAbstract

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Posted 29 June 2017 - 02:16 AM

View PostYeonne Greene, on 28 June 2017 - 03:34 PM, said:

Doesn't matter if it takes almost as long as firing two of the normal versions in series to get the damage out.


Sure... Except you're getting more efficient usage of tonnage and hardpoints at the cost of range and crits, which, Clan Mechs typically have Crit Space in excess and 450 Optimal is nothing to scoff at. 32Dmg@34Heat vs 33Dmg@30Heat(Ignoring 3xClan LL Ghost Heat penalty)-- 2 Heavy Larges = 3 ER Larges for 4 less tons and they, sort of, finally get their "We want to fire 3xLLs with no penalty!" gripe satisfied despite its illegitimacy.

Pre-Skill Tree Clan ER Large Laser Duration: 1.5 Seconds.

Heavy Large Laser Duration with 15% Duration Reduction skill: 1.445

It's not like Clam players arent already used to the +/- 1.5 Duration thing. And when you factor in the 25-50% Duration cut adjustment from HSR(On the receiving end), it'll handle exactly like an old/new Clan ER Large, so utilizing it will already be second nature to anyone familiar with them.

Edit: Dat cooldown though...

Edited by DrxAbstract, 29 June 2017 - 02:18 AM.


#54 Paigan

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Posted 29 June 2017 - 03:07 AM

View Postjjm1, on 29 June 2017 - 01:24 AM, said:


Well 16 damage for just 4 tons needs a few downsides.

The topic is a LITTLE more complex than that.
Fire up your trusty math skills and calculate 3 * 7 damage of just 3 tons of ERMLs and compare damage, dps, dph, range, etc. to the mighty 16 damage for just 4 tons item and see how badly the mighty items sucks to hell and back.
Or compare 2 MPL.
Or compare DPS, DPH, etc. of a single ERLL.

#55 Luminis

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Posted 29 June 2017 - 03:34 AM

View Postjjm1, on 29 June 2017 - 01:24 AM, said:


Well 16 damage for just 4 tons needs a few downsides.

I'm not disputing that it needs downsides, it's just got too many. Heat, slots, range, burn time and cooldown are all downsides. I'd rather scrape off two tons elsewhere and use the cERPPC. Or the cERLL, if I'm absolutely starved for tonnage.

#56 Oberost

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Posted 29 June 2017 - 03:49 AM

Wanna hear another joke?

https://mwomercs.com...62#entry5805162

According to Rizn Nuke, there is a speed penalty on side torso destruction for the LFE, so we can assume that there is a heat penalty too...

Too much to ask for a "not bad at all" LFE, right?

#57 The6thMessenger

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Posted 29 June 2017 - 03:56 AM

People are laughing at this? This is sad.

PGI's gonna be like "who's laughing now?" at the release day if these are retained.

#58 Baulven

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Posted 29 June 2017 - 04:53 AM

View PostAthom83, on 28 June 2017 - 02:54 PM, said:

Not like you're getting the damage of a weapon class larger or anything... oh wait.


Except you will never get to maintain damage on an enemy long enough to be effective. It takes way too long to apply damage, see ERLL before the duration reduction. This is worse plus has a lot shorter range.





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