Public Test Session 2.1 - Alpha Balance Series - 24-Aug-18
#81
Posted 23 August 2018 - 08:23 PM
That said, I have a feeling a heat cap of 45 will probably be the happy medium to eventually make it to live, but I was personally thrilled with the heat cap of 40. It's worth noting that it's very easy to get 10% heat reduction, 10% heat cap, and 10% cooling rate out of the skill tree; and that's not even counting mech based quirks. Those will quickly turn a heat cap of 50 effectively close to -if not higher than- 60, while 45 will probably still keep the effective heat cap closer to 53-54 for those who invest in the improvements.
Oh, and for the love of all that is holy, do NOT budge on removing heat capacity from DHS . . . SHS are possible -in small values- as a way to make them unique, but NOT DHS.
Either way, I'm looking forward to testing it.
#82
Posted 23 August 2018 - 08:24 PM
#83
Posted 23 August 2018 - 08:33 PM
Cadoazreal, on 23 August 2018 - 08:24 PM, said:
Yes.
Thats the result of higher dissipation.... higher damage only comes after 50 seconds of absolutely non-stop firing... not even a millisecond wasted.
Lower cap means that your burst dps is lower.
Yeonne Greene, on 23 August 2018 - 08:06 PM, said:
I think it might be useful for everybody else to see, thanks.
It might behoove us to also offer the inverse solution to PGI, AKA what value cDHS would need to be lowered to to match IS laser vomit output. My guess is that value lands with cDHS basically being unchanged from Live in dissipation (0.15 or 0.16). Like I said in the other thread, Clans need cap more than IS do, so that's where I'd place the deltas. IS get extra dissipation per sink, Clans get extra cap. Dissipation quirks for edge cases like Clan Lights.
Honestly, I'm perfectly fine with where clan dissipation numbers are at right now.
IS heat sinks just need a push on their stats.
#84
Posted 23 August 2018 - 08:55 PM
Hiten Bongz, on 23 August 2018 - 07:44 PM, said:
I'm not hung up on anything. MGs are hitscan weapons, so if theoretical DPS = 14, then your either doing 0 DPS (missing) or 14 DPS (hitting). There is no in-between, unless you have them grouped (and why would you do this, they put out no heat?).
what i'm saying is that the DPS is only relevant if you're able to commit to a target and unload on them for a bit, which isn't always a trivial thing to pull off.
Hiten Bongz, on 23 August 2018 - 07:44 PM, said:
by "exposure" i don't strictly mean going face to face with enemy mechs, but rather maintaining fire on them long enough to cause some damage. i don't see the issue with allowing piranhas to excel against damaged targets, as that's pretty much the whole point of machine guns. it's on you if you let them stay alive long enough to take advantage of such a situation.
#85
Posted 23 August 2018 - 08:55 PM
#86
Posted 23 August 2018 - 09:23 PM
Viktor has a better turnrate than a Blackjack now, this can not be intended?
EDIT: also no mention of shifting the heatdissipation towards internal heatsinks?
why do you make a PTS and then dont adress the most obvious and most mentioned issues on the following one?
while the 40 heatcap effected the top 2% of stupidly hot alphabuilds, 50 does absolutely nothing.... what are we supposed to test with a change that doesnt change anything?
pts2.1 just leaves me riddled with questions and unbelieve.....
Edited by Venatos, 23 August 2018 - 09:36 PM.
#88
Posted 23 August 2018 - 09:32 PM
#89
Posted 23 August 2018 - 11:19 PM
#90
Posted 23 August 2018 - 11:34 PM
Edited by LordNothing, 23 August 2018 - 11:34 PM.
#91
Posted 23 August 2018 - 11:58 PM
Arkansas6A, on 23 August 2018 - 11:19 PM, said:
Well, while some mechs might be in a "decent enough" state (and IDK because I'm not a spreadsheet aficionado, neither do I play ALL of them), there are definitely several that still haven't been appropriately mobility-buffed, for sure.
Edited by Hiten Bongz, 23 August 2018 - 11:59 PM.
#94
Posted 24 August 2018 - 03:08 AM
I<Assault>
I <Heavy>
I <Medium>
I <Lights>
-----------------------------------> Turnrate
but for some reason in MWO it looks like this:
I<Assault >
I <Heavy >
I <Medium>
I <Lights>
sometimes i realy with i could do graphs... like for real....
edit: stupid thing isnt showing my spaces.... well, just look at their spreadsheet, its pretty obvious if you look over the turnrates of the mechs.
Edited by Venatos, 24 August 2018 - 03:12 AM.
#95
Posted 24 August 2018 - 04:05 AM
#96
Posted 24 August 2018 - 04:47 AM
~D. V. "Feeling like a lot of people are going to be thrown off..." Devnull
#97
Posted 24 August 2018 - 05:01 AM
I was on holiday for the last PTS so I cannot compare the 40 heat cap with the 50, but the idea of this new heat cap is to allow you to still do the big alpha strike but not allow you to do it again for maybe 20 - 40 seconds, however you can continue to fire smaller weapon groups effectively. Trust me I love the current set up for the HBR I will do easily 3k Damage in 3 of these and a Mad Dog in FP but I think this will make the game better.
No need to add screen shake to the Gauss or the LBX just reduce ammo count slightly. Same with Machine gun boats like PIR (not OP by the way) if they are over preforming just reduce the ammo count slightly. If a Ballistic weapon is over performing just reduce ammo count if it is under preforming just increase it and maybe the cool down if it also, Ballistic weapons should not be anywhere NEAR as hot as they are now. They need to be cooled significantly but reduce the ammo count per ton. If you are going to boat Ballistics, make them very good but the short ammo count will mean that the boat will not be as effective as the varied build same goes for missiles. Slight tweaks can be preformed with range adjustments.
Edited by tacorodwarrior, 24 August 2018 - 05:06 AM.
#98
Posted 24 August 2018 - 05:21 AM
I mean... The typical vomit HBR will (2xHLL, 4x ERML), and the typical Jag Vomit Build, (2xLPL, 6xERML) both should be able to fire a full alpha if one is taking the requisite skills in the tree. Even the boogeyman 94 point Deathstrike build should still be able to alpha if you take full heat containment, and a few heat gen skills in the weapons tree.
If the entire point of the PTS is to figure out how to bring down the more obnoxious Clan alphas, raising the cap all the way up to 50 isn't really going to accomplish that.
Edited by Daurock, 24 August 2018 - 05:44 AM.
#99
Posted 24 August 2018 - 06:12 AM
2. Increasing dissipation equally to 2.0 for IS and Clan translates to an enormous buff to clan mechs because they can typically boat 24-27 cDHS while IS mechs are capped at 18-20. You need to make IS DHS a bit stronger than cDHS stronger to balance out this difference. You already got that feedback by lots of people in PTS 2.0 so why isn't it addressed?
A more sensible PTS 2.1 would have been:
- Heat cap to 45 (or leave at 40)
- cDHS dissipation down to 1.8 or 1.7
You also have a golden opportunity here to finally give SHS a niche, simply let SHS be the only heatsink type that increases the heat cap! That way you could have a real choice between boosted sustained DPS (with DHS) and boosted burst DPS (SHS)
It's nice that you are addressing agility but please make a proper graph of the agility between all mechs and make agility to weight progression sensible. If you have agility spikes on assaults that beats the agility on some mediums that isn't right and should be corrected.
It's fine to have different values for different mechs for flavour of course, but that should be differences within weight classes where one mech is better at twisting and another is better at accelerating and so forth. It shouldn't be so extreme as to make some mediums less agile than some assaults etc. That's just too inconsistent.
Edited by Sjorpha, 24 August 2018 - 06:16 AM.
#100
Posted 24 August 2018 - 06:16 AM
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