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Heatsinks Again

v1.0.142

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#81 xenoglyph

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Posted 06 November 2012 - 06:29 PM

Lasers are fine on lights. My Jenner runs 4xMLAS just fine after the patch. It's the assaults we're concerned about.

#82 Psocrates

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Posted 06 November 2012 - 06:34 PM

gotta say i too wish this game was more like mw3:m than the tabletop

#83 Eggs Mayhem

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Posted 06 November 2012 - 06:40 PM

@OP, in addition to DHS now registering as 1.4 instead of 2.0, there was an error in how heat efficiency was calculated in the mech lab, which seemed to be your concern. This was corrected during the patch today.

Source

#84 Deedsie

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Posted 06 November 2012 - 06:44 PM

Quote

Hey, to the guy claiming you could coolant flush in every MechWarrior game ever made? You're full of crap. That was a MW4 introduction. Never had that capability in any of the MW2 or MW3 games I owned.


It was in Mechwarrior 3. It was not in Mechwarrior 2.

#85 MetalGrave

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Posted 06 November 2012 - 07:01 PM

i'm so lost with the heat sinks all i know is that an aws-8t with 36 shs can alpha 4 times before over heat with five medium lasers. when i upgraded to dhs i overheat in after 2 and half. even now after the patch.

#86 Pagan Steel

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Posted 06 November 2012 - 07:06 PM

The new heat sinks should be called "Improved Heat Sinks". Not Double Heat Sinks.

Still not to sure what the Dev's think. Or how actually having Double Heat Sinks will unbalance the game.

Rebalance maybe.

#87 Kordril

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Posted 06 November 2012 - 07:10 PM

View PostMetalGrave, on 06 November 2012 - 07:01 PM, said:

i'm so lost with the heat sinks all i know is that an aws-8t with 36 shs can alpha 4 times before over heat with five medium lasers. when i upgraded to dhs i overheat in after 2 and half. even now after the patch.


This is what I'm talking about...I spent 1.5 mil C-bills to make my heat efficiency worse ?!...I don't understand why this is under the upgrade tab. I guess they don't have a downgrade tab or a drain to just throw your hour to two hours of c-bill earnings down.

#88 jay6669

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Posted 06 November 2012 - 07:20 PM

the problem isn't even that they did decide to make them 1.4 the problem is they released it saying 2.0 i have no idea how long it took to get that "upgrade" thats not as advertised and now builds expecting the 2.0 are f.u.c.k.e.d and more $ needs to be spent on said upgrade to fix it and or remove its trash completely so many c-bill trashed. do u know what dhs's get u in an atlas..... worse heat dissipation then shs and a faster speed because wtf are you going to use the savings in weight on all crits are full of crappy dhs

upgrades tab needs to be changed to MODIFICATIONS

#89 Onyx Rain

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Posted 06 November 2012 - 07:29 PM

Ok so I'm using 3 streak2's on my aws-9m, here is what I've seen so far with the new patch...

1. I've actually see my strks miss when firing straight on at an E barely moving...some at least, if not the entire volley. I had a pair of streaks fly on either side of the mech and pretty sure at least one if not both appeared to miss completely.

2. I've noticed they seem to be targeting legs sometimes now too, possibley arms also.

What I'd like to see....(assuming I haven't been witnessing bugs/flukes)

Strk2's only target head, side cores, and ct.... always hitting unless blocked by building or a very extreme angle.

#90 Devil Fox

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Posted 06 November 2012 - 07:36 PM

They have nerfed them, I use a 2xLRM15 and 4xSSRM2 for backup... I legged a cicada with streaks before I even cleared his torso of armor, I fought close range with a catapult with SSRM2's and less then half even met contact. I agree their random hit box was neccessary but now they feel like a SRM with Artemis, the spread is horrid at even 50m, and really I can't justify using them on anything for point defense against lights as you're stripping armor off everything else then just the torso (center of mass) of a target.

But with the way Artemis, LRM's and the code reversion this patch is LRM pre-made against pugs.

#91 IronGoat

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Posted 06 November 2012 - 08:04 PM

i also have seen this my streak cat which if given a fair shot could get kills is now like an LBX10 cat. i get damage everywhere but have no control over where and its never enough in one spot to do serious damage. that combined with the horrid slow reload on SSRMS and the fact you cant really have enough on any build to do serious DPS has just boned another weapon.
GOD PGI STOP F*CKING AROUND AND GO BACK TO STRAIGHT CANON STATS!!!!!

ANOTHER balancing issue NO ONE was actually complaining about

i love that they balance things the majority think are fine but DONT fix things we all b*tch about..

#92 Watchit

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Posted 06 November 2012 - 08:09 PM

Lots of people were complaining about streak boats though.

Anyway "Canon stats" would include the random targeting of SSRMs sooooooo... yeah.

#93 Alex Wolfe

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Posted 06 November 2012 - 08:11 PM

View PostIronGoat, on 06 November 2012 - 08:04 PM, said:

i also have seen this my streak cat which if given a fair shot could get kills

A streak cat vs. anything else was anything but "fair shot", really.

View PostIronGoat, on 06 November 2012 - 08:04 PM, said:

ANOTHER balancing issue NO ONE was actually complaining about

No one was complaining about the faceroll aimbot power of streakboat A1, the king FotM build of open beta and the patch before it?

Is this the opposite day? First LRMs get buffed of all things, now this... bizarre claim :ph34r: ?

Edited by Alex Wolfe, 06 November 2012 - 08:12 PM.


#94 Foresale

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Posted 06 November 2012 - 08:14 PM

Before complaining about Streaks being nerfed, perhaps you'd like to go and pilot a light mech against a FotM Streakboat and then you'll see why a nerf was absolutely necessary to them. Heaven forbid your StreakCat shouldn't instakill light mechs with zero skill requirement any more. As for claims that SSRMs should always hit torsos, that's just absurd, and the simple fact that you're suggesting that should be the case should be all the information you need as to why they were nerfed and how they were being used.

#95 Bogus

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Posted 06 November 2012 - 08:18 PM

SSRM2 *should* be weak, it's a light weapon on par with a small/med laser. Boaters are just emo that they can't sleep through a pugstomp anymore, gg.

Presumably they'll be giving us the heavier SSRM4 and SSRM6 at some point, which will do serious damage and have appropriate weight and heat.

#96 xMEPHISTOx

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Posted 06 November 2012 - 08:19 PM

What

View PostUziel Huntsig, on 06 November 2012 - 08:14 PM, said:

Before complaining about Streaks being nerfed, perhaps you'd like to go and pilot a light mech against a FotM Streakboat and then you'll see why a nerf was absolutely necessary to them. Heaven forbid your StreakCat shouldn't instakill light mechs with zero skill requirement any more. As for claims that SSRMs should always hit torsos, that's just absurd, and the simple fact that you're suggesting that should be the case should be all the information you need as to why they were nerfed and how they were being used.


So wait...what...its not enough that theres no collisions anymore...you still are complaining about being a light vs a streak cat. lol. You will be instakilled soon enough, just a matter of time before all you lights are knocked on your arse and blasted to all hell once again. :ph34r:

#97 Josef Nader

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Posted 06 November 2012 - 08:20 PM

Working as intended. SSRM2s are for light hunting -only-. They shouldn't be a threat -at all- to larger mechs.

#98 Foresale

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Posted 06 November 2012 - 08:22 PM

3058 if memory serves for the IS SSRM4/6. But yes, I couldn't agree more, an SSRM2 isn't meant to be a big heavy hitting weapon, it's something you'd use on a hunter-killer platform to deal with skirmishers, it is most definitely not something that you'd rely on to deal the bulk of your damage. That would come from SSRM4/6.

View PostxMEPHISTOx, on 06 November 2012 - 08:19 PM, said:

What


So wait...what...its not enough that theres no collisions anymore...you still are complaining about being a light vs a streak cat. lol. You will be instakilled soon enough, just a matter of time before all you lights are knocked on your arse and blasted to all hell once again. :ph34r:


I slaughtered fire support mechs and assaults with collisions in, and continue to do so without them, so the change doesn't really bother me at all, I still pilot as if collisions are still in due to the mech clipping bug which can lock you in place for a fraction of a second, long enough for an AC20 or Gauss slug to find its place in your back.

But I fail to see how any of that is relevant to the topic of SSRM balance.

#99 Stingz

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Posted 06 November 2012 - 08:24 PM

Streak Missile Launchers: Much better accuracy than regular SRMs. SRMs have a quite a bit of spread, so try them before whining about the amazing accuracy of streaks.

Don't forget, there will be Streak 4 and Streak 6 SRMs, and they will be used against you March of 3050 (2013).
Be happy they are fixing this now, so you won't get wrecked (as bad) later, "freeborn".

Edited by Stingz, 06 November 2012 - 08:26 PM.


#100 Alex Wolfe

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Posted 06 November 2012 - 08:27 PM

View PostBogus, on 06 November 2012 - 08:18 PM, said:

SSRM2 *should* be weak, it's a light weapon on par with a small/med laser. Boaters are just emo that they can't sleep through a pugstomp anymore, gg.

Too bad it only requires a change of weapons in the current patch.

Switch streaks for LRMs, target a box, hold M1, win everything.

Engaging fun for the whole family (even the dog can play) :ph34r: .





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