

#121
Posted 06 November 2012 - 10:43 PM
If you're running smaller than a 250-rated engine, you'll need to put at least one heatsink somewhere else on the 'Mech (the weight that these heatsinks take up has already been deducted from the weight of the engine to counteract it).
If you're running a 275 or larger, you can put at least one extra heatsink inside the engine, but you don't have to.
This is the way it's supposed to be.
What they fixed was a bug with the ones built in to the engines; the MechLab "Heat Efficiency" scale was calculating as if they were doubles, but they weren't acting like doubles in gameplay. Now, if your 'Mech is set up for DHS, ALL your heatsinks, both the ones built in to the engine and the ones you add, have 1.4 times the heat dissipation of "single" heatsinks.
#122
Posted 06 November 2012 - 11:30 PM
Watchit, on 06 November 2012 - 08:09 PM, said:
Anyway "Canon stats" would include the random targeting of SSRMs sooooooo... yeah.
Yup. Though they shouldn't miss. That was their key feature - Streak SRMs would never fire if they would miss.
#123
Posted 06 November 2012 - 11:38 PM
#124
Posted 07 November 2012 - 12:07 AM
Quote
Streaks will be changed so that they don't all seek the centre torso. This would make them almost useless when used in small quantities on light mechs such as the Jenner 7D or the Commando 2D, as the time and ammo load needed to take down another mech would increase greatly. Also, your telemetry data might show a bias towards people using streaks to get around the current netcode issues, which will somewhat artificially inflate their popularity.
My suggestion is another scaling one. It is to to make the first SSRM2 behave exactly as currently implemented, i.e. always seek centre torso. The second SSRM2 mounted would have (e.g.) 25% chance to lock on to a component other than CT, the third SSRM2 would have a 50% chance to lock onto a different component, the fourth would have a 75% chance, and so on. This would keep SSRMs viable in small quantities on e.g. the Commando, Jenner, Hunchback and Centurion, while also toning down the power of the 6x SSRM2 Catapult A1 which seems to generate a large amount of complaints.
Looks like they have indeed been made useless in small quantities, and we'll have to find something else to use on our lights. At least they've supposedly improved the netcode so hitting with other weapons won't be as impossible as it was before.
#125
Posted 07 November 2012 - 01:15 AM
The only thing that should stop a launched streak from hitting is breaking line-of-sight or some other physical cover.
#126
Posted 07 November 2012 - 01:37 AM
#127
Posted 07 November 2012 - 01:42 AM
From Sarna:
Quote
in, http://www.sarna.net/wiki/Streak
They no longer hit.
Firing at the back of a stationary Atlas from a 100m distance, about 1/3 of the missiles failed to hit the Atlas at all, the missiles just went through the sides of mech, no impact on torso, arms or legs at all. The SRM are now more precise against a stationary target than the S-SRM.
#128
Posted 07 November 2012 - 01:49 AM
I have never cared for Inner Sphere Double Heatsinks because they are slot hogs (3 slots per) and only really effective if you have slots to fit them in. Whether they are worth the effort really requires more math than a lot of players are willing to do. If someone has bothered the do the math, has the slotage, and finds them to have a performance increase, let them have it.
In my opinion the only time ISDH are/were worth the effort is when they are in the engine only, and the rules automatically had ten heatsinks in every engine regardless of size. Not this weird weight/rating/heatsink count sliding scale I'm not really familiar with.
#129
Posted 07 November 2012 - 01:58 AM
impar, on 07 November 2012 - 01:42 AM, said:
Firing at the back of a stationary Atlas from a 100m distance, about 1/3 of the missiles failed to hit the Atlas at all, the missiles just went through the sides of mech, no impact on torso, arms or legs at all. The SRM are now more precise against a stationary target than the S-SRM.
I wonder if that's a general problem now. I swear I've seen one of my AC/20 rounds travel straight through the center of an enemy mech yesterday. Maybe the hitbox/netcode changes are messed up.
#130
Posted 07 November 2012 - 02:10 AM
WaKK0, on 06 November 2012 - 03:02 PM, said:
- COM-1D was 2.0 --> now 1.68
- COM-2D was 2.41 --> now 2.02
- COM-1B was 1.73 --> now 1.43
What the heck is going on??
If you're talking about the heat efficiency indicator in the mech lab.
It is pretty much a useless value. Not because it calculates something wrongly or heat sinks are wonky. Just because what it is calculating has little relevance to how a mech plays. The problem is that they are basing heat efficiency on the ratio between heat you can generate and heat you can dissipate. But the ratio doesn't matter - the absolute difference matters. And so, one mech with a heat efficiency of 1.5 could overheat in 15 seconds, another in 45.
#131
Posted 07 November 2012 - 02:27 AM
I understand why PUGs want the grouping for other to be no more than 2 or better yet 1
However, this game has a massively team based side. I'm a casual gamer, and enjoy the social aspect.
Now I have 3 people to talk to instead of 7 and have never been more bored in this game.
There are a bunch of TS options, clan options and more.
If you're going to nerf team-play because people can't talk, why not finish your voip integration?
#132
Posted 07 November 2012 - 02:36 AM
Me and my friends had great fun yesterday, when we launched against each other. We stayed in the same TS channel the whole time and laughed a lot. Sure, for competitive play this is not the best solution, but you only have to wait 14 days, to get back to that. Better then ever!
Edited by Egomane, 07 November 2012 - 03:26 AM.
#133
Posted 07 November 2012 - 02:39 AM
the intention was not to make them miss alot, which contradicts to their intentional design...
wuselfuzz, on 07 November 2012 - 01:58 AM, said:
I wonder if that's a general problem now. I swear I've seen one of my AC/20 rounds travel straight through the center of an enemy mech yesterday. Maybe the hitbox/netcode changes are messed up.
possible
Edited by Adrienne Vorton, 07 November 2012 - 02:42 AM.
#135
Posted 07 November 2012 - 02:43 AM

#136
Posted 07 November 2012 - 02:44 AM
#137
Posted 07 November 2012 - 02:48 AM
#138
Posted 07 November 2012 - 02:49 AM
#139
Posted 07 November 2012 - 03:11 AM
IronGoat, on 06 November 2012 - 08:04 PM, said:
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..
Nobody complained about Streaks with 100% centre torso hit-rate? What are you smoking man?
#140
Posted 07 November 2012 - 03:23 AM
Well, it has a good side, your premades won't get any better when they have no challenging opponents, which results in good xp/cash for better groups.
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