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Inner Shpere And Ams.


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#81 FupDup

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Posted 04 November 2017 - 11:52 AM

View PostBrain Cancer, on 04 November 2017 - 11:48 AM, said:


Chassis with AMS already stock generally get an additional AMS hardpoint to go with it. The AS7-K comes with an AMS stock, but then PGI gave it a second hardpoint to mount an additional one. The Komodo would get a third hardpoint to go with a pair of stock AMS mounts, at the least. The BHKU-A probably would too.

Omnimechs don't usually get extra hardpoints, other than PGI shoving in an AMS to one variant that doesn't normally get it (e.g. Warhawk Prime).

#82 Y E O N N E

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Posted 04 November 2017 - 11:52 AM

View PostJay Leon Hart, on 04 November 2017 - 11:51 AM, said:

What can I say? The argument of 11E on an IS Light is very compelling.


I wanted it because it was a sm0l and cute little box with a derp face. I only discovered it was a monster at a later point.

#83 FupDup

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Posted 04 November 2017 - 11:54 AM

View PostYeonne Greene, on 04 November 2017 - 11:52 AM, said:

I only discovered it was a monster at a later point.

I believe I deserve the credit for that, right? I posted that spreadsheet of the hardpoints.

Posted Image

Edited by FupDup, 04 November 2017 - 11:54 AM.


#84 Y E O N N E

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Posted 04 November 2017 - 11:55 AM

View PostFupDup, on 04 November 2017 - 11:54 AM, said:

I believe I deserve the credit for that, right? I posted that spreadsheet of the hardpoints.

Posted Image


That you do. 8xE was what I was operating under, and I thought that was enough, but 11xE makes Small Lasers an actual, viable option.

#85 FupDup

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Posted 04 November 2017 - 11:57 AM

View PostYeonne Greene, on 04 November 2017 - 11:55 AM, said:

That you do. 8xE was what I was operating under, and I thought that was enough, but 11xE makes Small Lasers an actual, viable option.

The potential problem with that is...

Posted Image

I'm calling it now. PGI even tried to do that with the ML nerf but the forums exploded hard enough to stop them for now.

#86 Y E O N N E

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Posted 04 November 2017 - 12:26 PM

View PostFupDup, on 04 November 2017 - 11:57 AM, said:

The potential problem with that is...

Posted Image

I'm calling it now. PGI even tried to do that with the ML nerf but the forums exploded hard enough to stop them for now.


And then I quit playing and wash my hands of it all. PGI's loss, really, since I am a fairly regular paying customer.

#87 Cementi

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Posted 04 November 2017 - 06:19 PM

View PostVonBruinwald, on 03 November 2017 - 12:01 PM, said:


So basically you want the best of everything and none of the draw backs...


Oops I totally misread your intent there. Sorry about that.

#88 MischiefSC

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Posted 04 November 2017 - 10:14 PM

View PostYeonne Greene, on 04 November 2017 - 12:26 PM, said:


And then I quit playing and wash my hands of it all. PGI's loss, really, since I am a fairly regular paying customer.


Somewhere in PGI a klaxon goes off.

Alert! Someone killed a Clan mech with IS Small Lasers!

All activity stops, a meeting is called and a new round of IS lasers is arranged for immediate hotfix.

Thanks Yeonne. You ****** it up for everyone.

Again.

#89 theta123

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Posted 05 November 2017 - 12:45 AM

View PostKhobai, on 03 November 2017 - 11:43 AM, said:


yeah if you use garbage omnipods that usually have no other hardpoints on them
well we IS mech users have ****** hardpoints overall, so that again gives favour to clans ;)



#90 Slambot

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Posted 05 November 2017 - 05:25 AM

AMS is not effective enough. Clan missile launchers are half weight of IS meaning you are launching 2x missiles for the same tonnage. AMS helps but, not enough that it will seriously inconvenience a clan lurmer. I frequently find myself using all my AMS ammo and shooting down maybe 150-190 missiles with 2k shots. That's just silly.

Basically the problem that most players have with lurms is the fact that indirect lrm fire has no disadvantage vs los firing. Indirect fire (unless the target is NARCed or TAGged) should have a serious reduction in how many missiles hit vs mechs that have los to target on launch. This not only makes sense, but it also follows lore. (not that I'm a big fan of lore)

I propose that lrm missile speed be increased 25%. I propose that indirect fire suffer a 50% reduction in the number of missile hits unless the target is narced or tagged. This will reward players for actually sticking with the team vs sitting at 800m collecting cash for holding your targeting reticule over a box. LRMs are NOT supposed to be a primarily indirect fire weapon.

#91 Brain Cancer

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Posted 05 November 2017 - 03:13 PM

View PostSlambot, on 05 November 2017 - 05:25 AM, said:

Basically the problem that most players have with lurms is the fact that indirect lrm fire has no disadvantage vs los firing. Indirect fire (unless the target is NARCed or TAGged) should have a serious reduction in how many missiles hit vs mechs that have los to target on launch. This not only makes sense, but it also follows lore. (not that I'm a big fan of lore)


You do realize Artemis spread reduction doesn't function on indirect fire, meaning shot spread increases and fewer missiles hit the target/hit anything significant, right?

Quote

I propose that lrm missile speed be increased 25%. I propose that indirect fire suffer a 50% reduction in the number of missile hits unless the target is narced or tagged. This will reward players for actually sticking with the team vs sitting at 800m collecting cash for holding your targeting reticule over a box. LRMs are NOT supposed to be a primarily indirect fire weapon.


PGI's response was to nerf the effectiveness of Artemis, meaning the difference between an indirect derpfiring drooler and someone who gets their own locks narrows- and not in favor of the guy who gets their own locks.

And 50% less damage on top of what's already there makes IDF mode functionally useless. It's already bad, mind you.

#92 Bogus

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Posted 05 November 2017 - 03:32 PM

A dedicated IS AMS boat makes sense to me. In theory, yes, IS is distributed whereas Clan is specialized, but in practice that simply isn't how this game works. Builds are penalized for not being optimized, and it gets worse farther up the ladder. See: every decent build ever, AMS or otherwise.

#93 Bogus

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Posted 06 November 2017 - 08:41 PM

View PostYeonne Greene, on 04 November 2017 - 11:52 AM, said:


I wanted it because it was a sm0l and cute little box with a derp face. I only discovered it was a monster at a later point.

I must admit that I'm not terribly familiar with the Komodo, being as I am a MW/MC peasant with only a basic understanding of the tabletop game. But having been enticed by the promises of epic derpface, I looked it up and...




Yes. MWO needs this mech. So does BT, MW5, and whatever comes after. Forget all the pew pew lasers and associated troll options, forget the questionable timeline and variants, forget the much-desired multi AMS potential, I'd buy a collector pack for the derpface alone. And I've never bought a collector pack before.

#94 Y E O N N E

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Posted 06 November 2017 - 08:43 PM

View PostBogus, on 06 November 2017 - 08:41 PM, said:

I must admit that I'm not terribly familiar with the Komodo, being as I am a MW/MC peasant with only a basic understanding of the tabletop game. But having been enticed by the promises of epic derpface, I looked it up and...




Yes. MWO needs this mech. So does BT, MW5, and whatever comes after. Forget all the pew pew lasers and associated troll options, forget the questionable timeline and variants, forget the much-desired multi AMS potential, I'd buy a collector pack for the derpface alone. And I've never bought a collector pack before.


Raptor, that post was about the Raptor!

If it has to come with a Komodo, fine, but I want the Raptor! >_<

#95 Jun Watarase

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Posted 07 November 2017 - 03:59 AM

View PostCementi, on 03 November 2017 - 12:45 PM, said:

Rofl coming from a clanner this is rich.

Oh and to those claiming clan lrms are worse.....lol did you forget that the launchers are half the tonnage?


I ran some numbers on these a while back. While clan launchers are half tonnage, once you factor in quirks and the stream time, IS LRMs have a much higher DPS, but the same ghost heat so are much more effective when boated, and they aren't affected as much by AMS when chain firing to avoid ghost heat.

DPS is actually really relevant because it can mean the difference between getting another volley on target before he breaks LOS.

Without quirks clan lrm-20s only do 3.6 DPS, while a IS LRM-20 does about 5.47 with -15% cooldown. On a per tonnage basis, clan LRMs are still better, actual effectiveness is hard to tell due to varying amounts of AMS in actual game play. Then factor in the 5-10 ton advantage in FP and it gets more complicated. To match 2x IS LRM-20s, you need to use 3x clan LRM-20s but that trigger ghost heat (which is significant on hot maps).

I dont really have any IS LRM mechs...closest thing is a HGN-733P but that only has -10% missile cooldown. Maybe i will try LRMs on it just to see how they fare compared to clan LRMs.





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