Pre-Patch notes
#141
Posted 04 November 2012 - 04:32 PM
#142
Posted 04 November 2012 - 05:01 PM
Bryan Ekman, on 04 November 2012 - 01:22 PM, said:
He's working offsite on skins/camo patterns. So far so good. Saw our first camo, a dazzle pattern. Looking good.
That's not his skin. But I figured I'd post a cool debug shot
Incidentally, this sorta thing the day/48 hrs before patch day?
Very, very, very good idea to keep the userbase feeling more part of the process. We're information junkies. It spreads out the hype in a good way and the QQ becomes more manageable, even if I'm still in headdesk mode over DHS.
Bryan Ekman, on 04 November 2012 - 01:33 PM, said:
You can rotate the mech 360 deg.
Like a record right round, indeed.
ferranis, on 04 November 2012 - 03:47 PM, said:
I agree that canon DHS would increase the damage output substantial - so just leave them be till we get mechs that realy need DHS to function (clan-invasion).
Would that be so bad?
We're already there- 3049-3050. From here on in with rapidly increasing numbers, designs will fit DHS as it becomes the new standard of cooling systems for the Battlemech, though vehicles cannot carry them.
#143
Posted 04 November 2012 - 05:03 PM
Right PGI? I hope you show performance fixes in the patch notes on Tuesday LOL!
#144
Posted 04 November 2012 - 05:14 PM
Icebound, on 04 November 2012 - 04:32 PM, said:
he didn´t say that...
#146
Posted 04 November 2012 - 05:40 PM
Byk, on 04 November 2012 - 10:14 AM, said:
Aiming at what you're supposed to hit would be nice as opposed to aiming a few guesstimate meters ahead and using the force to know where your opponent really is. Really hard to kill those displacer beasts.
#148
Posted 04 November 2012 - 08:19 PM
KovarD, on 04 November 2012 - 08:13 PM, said:
=(
I was expecting something like 3-4 times larger than Caustic...
Not with only the one game mode and you need some sort of flee option otherwise you're going to have to chase that 140+ kph light all around the map until the timer runs down.
#151
Posted 04 November 2012 - 10:19 PM
Edited by Matiasdu, 04 November 2012 - 10:19 PM.
#152
Posted 05 November 2012 - 02:37 AM
#153
Posted 05 November 2012 - 02:42 AM
Instead of ya know.. fixing LRMs themselves we will have to all install ECM
So instead of balance we all get a must have item that most likely will turn LRMs unusable.. till the Devs get another great idea to counter ECM to make the then useless LRM once more the main weapon of the game.
So people will all ditch their only slightly usefull anti missle for ECM... got it.
*facepalm*
Make LRMs a support weapon again.. not THE main weapon of the game. ECM will only last one patch cycle with out luck...
Edited by Riptor, 05 November 2012 - 02:43 AM.
#154
Posted 05 November 2012 - 02:44 AM
Edited by QuantumButler, 05 November 2012 - 02:44 AM.
#155
Posted 05 November 2012 - 02:56 AM
Terry Ward, on 05 November 2012 - 02:37 AM, said:
pair the 1.4 dhs with the increased heat for pulse lasers... yep, i´m gonna stick to normal lasers... currently i use large lasers and med-pulse SOMETIMES...i didn´t use large-pulse for a while now, because most of my lasercats just ran too hot in many scenarios... but i guess the m-pulse will be kicked off my build too now...
i´m not trying to QQ too early, but i doubt that they become really useful now... they were okay, i had to watch my heat more than with standard lasers already... (unless i was heatsink boating, what i never did, because i like having a good rounded setup)
#156
Posted 05 November 2012 - 03:06 AM
#157
Posted 05 November 2012 - 03:09 AM
TehArgz, on 04 November 2012 - 09:19 AM, said:
The one saying something rediculous is you. While Pre-alpha is certainly polemic, this game is not a beta version in the common sense of the word beta. Normally a beta is a version of Software that feature complete and just needs a broader user base for ironing out the last bugs.
This game certainly is far from feature complete. So far we have just random 8v8 Deathmatch/CTF.
#158
Posted 05 November 2012 - 03:16 AM
Adridos, on 04 November 2012 - 10:04 PM, said:
Because it's really not very big, a 12v12 on that map would be pretty crowded...
#159
Posted 05 November 2012 - 03:30 AM
As mentioned earlier in this thread and as I asked Bryan, the key factor here is the amount DHS are nerfed, specifically relating to heat dissipation.
Bryan stated in the patch notes that DHS were being reduced to 1.4 instead of 2.0. That number has to refer to the bonus that HS give to your heat threshold. (SHS increase the amount by 1. and currently DHS outside of the engine increase that number by 2).
Now I think that the vast majority of us would concede that if your heat threshold (The amount of heat you can generate before shutting down) is doubled, it would create a lot of OP builds and effectively remove heat for certain builds. That number should be reduced, its common sense.
The key thing is though HS and DHS don't just raise your heat threshold. They decrease the time it takes for you mech to cool down. Again SHS increase this by 0.1 per second, DHS (outside of the engine) currently increase this by 0.2.
Now if the keep they 0.2 factor what we end up with is DHS still being very beneficial, but they wont break the heat scale. In other words they would be balanced.
You have a 40% bonus to the amount of heat you can generate and you still get rid of that heat twice as fast as having SHS. This makes things like the Awesome 9M and other high heat builds viable.
Of course the huge question is, whether they are reducing the 0.2 down to 0.14. If so then yes DHS are terribly broken.
Hopefully as he mentioned Bryan can find the answer for us.
Edited by Squid von Torgar, 05 November 2012 - 03:36 AM.
#160
Posted 05 November 2012 - 03:33 AM
arden, on 05 November 2012 - 03:06 AM, said:
you know, the problem here is that 3d modellers are not network coders...
i am pretty sure that every PGI member is actively working on his/her own area...
Edited by Adrienne Vorton, 05 November 2012 - 03:35 AM.
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