April Dev Vlog #1
#641
Posted 07 May 2021 - 12:01 PM
#642
Posted 07 May 2021 - 01:13 PM
DAEDALOS513, on 05 May 2021 - 06:33 PM, said:
One match with a battle time over 4 minutes and 30 seconds doesn't prove a trend of matches below 4 minutes and 30 seconds
#643
Posted 07 May 2021 - 03:32 PM
Gas Guzzler, on 07 May 2021 - 01:13 PM, said:
One match with a battle time over 4 minutes and 30 seconds doesn't prove a trend of matches below 4 minutes and 30 seconds
My findings are coming from my own experience playing the game since patch..the photos were pointing to the comments someone was making..
Edited by DAEDALOS513, 07 May 2021 - 03:43 PM.
#644
Posted 07 May 2021 - 03:45 PM
Gas Guzzler, on 07 May 2021 - 01:13 PM, said:
One match with a battle time over 4 minutes and 30 seconds doesn't prove a trend of matches below 4 minutes and 30 seconds
Don't go down the rabbit hole haha.
All I can say is checking my game times (not just one, dozens) pre/post patch - the average is near the same. There has been no significant decrease or change. My game times have remained largely the same.
#645
Posted 07 May 2021 - 03:51 PM
justcallme A S H, on 07 May 2021 - 03:45 PM, said:
Don't go down the rabbit hole haha.
All I can say is checking my game times (not just one, dozens) pre/post patch - the average is near the same. There has been no significant decrease or change. My game times have remained largely the same.
Again, I didn't post that screenshot for the game time..anyway.. there has been a change.. the bar on the short side of match time's has definitely moved even lower.. match times under 4 minutes were much rarer pre-patch.. While the bar for longer match times may have moved as well to the plus side.. but this is only because shc's with ppc's are in almost every match causing games to drag on at the end while every one tries to chase it down..
#646
Posted 07 May 2021 - 04:20 PM
wanted to tell you from a clanner, point of view, the ultra cannons still jam to much, as compared to the rotary cannon, i have been testing this. for some time, i use a shooting all weapons-- and switch to shooting them single, or chained.
i also reboot my computer, to reset set my test mechs, result is that ultra cannons is a 1 in 5, chance still of jamming, in other words every 5th time there OK, so its ok if you use 1 ultra cannon, but your better off with an LBX.
Maybe 1 day some one will do the test i do, but for now avoid the ultra cannons, it ok to single shoot, but do not push it.
SAWK
#647
Posted 08 May 2021 - 01:15 AM
justcallme A S H, on 07 May 2021 - 03:45 PM, said:
Don't go down the rabbit hole haha.
All I can say is checking my game times (not just one, dozens) pre/post patch - the average is near the same. There has been no significant decrease or change. My game times have remained largely the same.
To be fair your anecdata is no batter than his anecdata. Are there official stats on it?
#648
Posted 08 May 2021 - 05:35 AM
Bowelhacker, on 08 May 2021 - 01:15 AM, said:
Except there is information available on match time
#650
Posted 08 May 2021 - 06:22 AM
Pre balancepatched short games
People: ''Wow, my team so sucked, gg matchmaker. This game sucks now PGI...''
After balancepatched short games
Those same people: '' Woow ttk is so short now, gg cauldron. This game sucks now PGI...''
#651
Posted 08 May 2021 - 12:01 PM
MechB Kotare, on 08 May 2021 - 06:22 AM, said:
Pre balancepatched short games
People: ''Wow, my team so sucked, gg matchmaker. This game sucks now PGI...''
After balancepatched short games
Those same people: '' Woow ttk is so short now, gg cauldron. This game sucks now PGI...''
Exactly.. they went the wrong way with the patch and made matters worse by buffing things that had no business getting buffed.. everyone should get an immediate doubling of armour because resize ain't gonna happen this year..
Edited by DAEDALOS513, 08 May 2021 - 12:12 PM.
#652
Posted 08 May 2021 - 12:41 PM
Bowelhacker, on 08 May 2021 - 01:15 AM, said:
The stats provided don't mean much because it looks like they are mixing all the tiers into one big ball.. tier 3 and 4 matches will drag on much longer than tiers' 1 and 2. Also not taken into consideration are all the ppc shc's that are found in most matches and that usually end up being chased for a long time at the end of a match. Both these will falsely skew results towards longer match times..
Edited by DAEDALOS513, 08 May 2021 - 12:41 PM.
#653
#654
Posted 08 May 2021 - 03:00 PM
So it lines up exactly which is quite important.
No "SHC" every game and all the other nonsense.
#655
Posted 11 May 2021 - 05:07 AM
ShooterMcGavin80, on 05 April 2021 - 02:00 PM, said:
Stock Kodiak comes with an XL400 engine, so that would be its "baseline" already. The real way to undo all the nerfs to the KDK is to get rid of the inflated ballistic hardpoints (convert them to energy if you want, or missile, or something). The KDK's claim to fame is speed and agility, not firepower.
byter75, on 08 April 2021 - 01:19 AM, said:
I wonder if there's any way to split up streak boats, so it's not "all-or-nothing". Streaks were supposed to be "fire-if-hit, hold-if-miss", so if you rolled a hit with one of them, and a miss with the other three, only the one would fire and use ammo. I remember reading a line in one of the books where Victor Davion, in his DWF-A, was shooting at something and "one of his streak launchers shot a salvo, while the other failed to get a lock".
Navid A1, on 09 April 2021 - 11:13 AM, said:
So you're nerfing Vapor Eagles?
I strongly disagree with this sentiment with the current state of LRMs in the game. LRMs require a LOT of effort to play effectively, and you need to be exceptionally good at multitasking to minimize your risk.
Because you need to keep the team between yourself and the enemy, and because NASCAR is such a prevalent phenomenon, missile boats actually need to move FASTER than the rest of the team, because they're maintaining a larger radius around the pivot point, and consequently have a greater distance to travel. This makes stopping to acquire and hold a lock much more penalizing, while trying to acquire a lock on the move involves too much bouncing to be completed in a timely manner. Add to that that it takes forever and a day to solidify the lock, at which point the target is usually gone, anyway, and LRM boats are effectively shut out of indirect fire support at ranges in excess of 300m, at which distance counter-battery fire is hugely effective.
For direct fire, the time required to line up a target, lock the target, fire the missiles, and then guide them to the target (which is done by you, not by the computer, by maintaining the lock in a very narrow cone over the target), requires more face-time than even heavy lasers do, usually at much shorter effective ranges, and with much more widely distributed damage. The only remaining benefit is the amount of heat generated for the total damage done, which is much lower for missiles than for heavy lasers.
All that said, I agree with the target lock sharing thing. I actually misunderstood how C3 computers were supposed to work, and came up with an interesting game mechanic based on my misunderstanding: My idea was that in order to share target info, you need a complete C3 network (which means you need one person per lance with the 5 ton computer, while everyone else in the lance uses the 1-ton slave). Anyone without the computer doesn't get data except from UAV's and NARC beacons. TAGs should work something like automated guidance, BUT that also means the missiles should hit dirt if that's where the laser is pointing.
Something else I've wanted since I started playing the game and bought my first Catapult, is the ability to fire on a grid-square from the battle map. It should come with extreme spread (it'd need it to cover an entire grid square), and if we had it, we wouldn't really need artillery strikes, anymore, because LRMs would serve the function of raining on an entrenched enemy. I mean, I wouldn't mind if we had 'mech artillery (Arrow/Long Tom), but short of that, grid-targeting with LRMs would be almost as good.
Krasnopesky, on 12 April 2021 - 05:15 AM, said:
This makes me really, really sad.
Krasnopesky, on 12 April 2021 - 05:15 AM, said:
So Vapor Eagles are losing their JJ quirk? (Honestly, if they're gonna have that, then Phoenix Hawks should have one at least as good).
Speaking on Jump Jets: I would love to see the reticle shake extended to cover any time a 'mech is airborne (including a non jj-equipped 'mech falling off a ledge), even increased if necessary to discourage lockon weapons, then have JJ capacity restored so Assault 'mechs with JJ can actually use them to reposition, MWLL style.
Edited by C337Skymaster, 11 May 2021 - 05:19 AM.
#656
Posted 11 May 2021 - 05:41 AM
Z Paradox, on 15 April 2021 - 06:43 AM, said:
you know, Narc is not registring hit ~20%-30% of the time ( one game I was 1 vs 1 (rvn vs cp) and I shot him with narc from 130m 3 times and it didnt reg at all, ppl waching me was like wtf...) so more ammo is not a big deal... and btw, I like my rvn without S.Armor and in close range vs enemy...
Next time your NARC won't land, keep an eye out for nearby AMS systems, and possibly try grouping the NARC together with a flight of SRMs. (Or fire two NARCs as a pair at the same target). That's one thing I've noticed before, is that NARC has a hard time getting past even a single AMS system, and has next to no hope of getting past more than one if it's not accompanied by other missiles for the AMS to shoot at.
#657
Posted 11 May 2021 - 05:52 AM
Vercors, on 16 April 2021 - 06:12 AM, said:
I think it is strange (unreal) that the radar can detect allied mechs (also stealthy) in all situations, the detection of all mechs could be the same whether they are enemy or friendly. Making this change may have an impact on the nascaring problem, because seeing many allied mechs going in one direction encourages following them.
Stealth mechs, because they will be undetectable on all radars, should be able to change their status (detectable/undetectable) without delay, to avoid being mistaken for enemies when they want to join their teammate. Moreover, an option before the start of the match should warn the teammates which are the stealthy mechs to facilitate their recognition on the field.
This option should radically change the way we play, I understand that it can be annoying, but I think it can bring more fun to the game.
So you're confusing Radar with IFF. Identification Friend-or-Foe broadcasts a signal that is on a unique frequency only your allies can receive, which is generally turned on, even while running super-stealthy, for the specific purpose of identifying yourself to your allies so you don't get killed by friendly fire. Since this system is true-to-life, the other part of it that would be true-to-life is an on/off switch...
#658
Posted 11 May 2021 - 06:59 AM
Beastmaster33, on 18 April 2021 - 04:06 PM, said:
Also, IS regular AC20 should be able to fire 2 at once without heat penalty again. 2x Heavy Gauss = 50 damage, 3xppc = 30 damage, 2x Clan ERPPC=30 damage, 2x Heavy PPC = 30 damage, and 2x Gauss = 30 damage. Why are IS AC20s with their range limitations still capped at 20 damage without heat spikes?
Really looking forward to seeing the rest of the changes in action though. Starting to crunch numbers between large lasers, ER large lasers, and large pulse lasers to potentially update several of my heavy and assault 'mechs.
In case you haven't had the five days required to catch up with the length of this thread, the cliffs notes reason IS AC/20's didn't get loosened to 2-at-a-time is because of Snubnosed PPCs. You can fire one AC/20 in combination with three SNPPCs for 50 dmg and no ghost heat. A 2nd AC/20 would make that 70 dmg and no ghost heat. I agree that the KGC needs love, but until they link AC/20 and SNPPC ghost heat into one group, that's going to continue to be an issue, and the KGC is exactly the 'mech with the tonnage and hardpoints to exploit it.
#659
Posted 11 May 2021 - 09:58 AM
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users