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Were Dhs Nerfed Because Internal Critting Is Bugged?


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#1 Clay Pigeon

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Posted 06 November 2012 - 06:05 PM

Right now every hit to internals crits, and it only takes 3 crits to destroy an engine, and laser DoT ticks appear to each individually crit. Garth posted that DHS at 2.0 allowed him to kill atlases from behind in a jenner insanely fast and that was part of the reasoning behind the DHS adjustment. Are DHS nerfed because internal critting is bugged?


edit: here's garth's quote:

View PostGarth Erlam, on 06 November 2012 - 11:38 AM, said:

I'm not a designer, but I will say that DHS at 2.0 heat allowed me to core a fully armoured Atlas from behind in roughly 3 seconds. In my Jenner. Keep in mind that the 1.4 times boost isn't just to cooling DOWN, it's a boost to heat THRESHOLD as well.

This was shades of the SL Jenner of F+F beta past, and we reacted to it quickly, because well, we'd already seen what happens.

And remember everyone - we're still open beta, so weapon changes will still occur.

Edited by Clay Pigeon, 06 November 2012 - 06:42 PM.


#2 QuantumButler

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Posted 06 November 2012 - 06:08 PM

Wouldn't put it past PGI.

#3 Like a Sir

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Posted 06 November 2012 - 06:11 PM

View PostQuantumButler, on 06 November 2012 - 06:08 PM, said:

Wouldn't put it past PGI.


+1

#4 Murphy7

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Posted 06 November 2012 - 06:26 PM

Classic.

Of course we should simply trust the wisdom and veracity of internal testing.

DHS to 2.0, and our internal structure back please.

#5 Ansel

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Posted 06 November 2012 - 06:27 PM

http://mwomercs.com/...this-the-third/

I would hazard a guess of yes.

#6 Super Mono

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Posted 06 November 2012 - 06:37 PM

PGI should just admit to themselves that we're the only QA they can rely on.

#7 LogicSol

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Posted 06 November 2012 - 06:38 PM

This is a rather good question.

#8 Windies

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Posted 06 November 2012 - 06:41 PM

I asked this in the thread where Garth made that statement. It got me to wondering, I couldn't easily think of a legitimate build for a jenner that would core a atlas from behind even if heat was no issue in 3 seconds, Unless the Atlas had removed rear CT armor or it was caused by this bug.

Also this makes me wonder if their internal testing that they rely solely on to balance is skewed by bugs like this that we eventually find out but don't link them together.

Edited by Windies, 06 November 2012 - 06:42 PM.


#9 Vassago Rain

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Posted 06 November 2012 - 06:42 PM

They'll probably not say a single word about this, due to how embarrassing it is. Like how the post about us getting camo paint today mysteriously vanished into thin air...

#10 Windies

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Posted 06 November 2012 - 06:44 PM

View PostVassago Rain, on 06 November 2012 - 06:42 PM, said:

They'll probably not say a single word about this, due to how embarrassing it is. Like how the post about us getting camo paint today mysteriously vanished into thin air...


It's even more embarassing to be called out or discovered when you are trying to hide it or keep quiet.

#11 Vassago Rain

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Posted 06 November 2012 - 06:44 PM

View PostWindies, on 06 November 2012 - 06:44 PM, said:


It's even more embarassing to be called out or discovered when you are trying to hide it or keep quiet.


But that happens a lot around here.

#12 Savinwraith

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Posted 06 November 2012 - 06:46 PM

I would hope so. As if “Double Heatsinks” are only worth 1.4 then they are not really “Double”Heatsinks at that point. Hopefully it will be corrected back later once the issue is resolved. By my current calculations (which may be flawed) it seems that unless you have a large surplus of space on your mech you will be better off with single heatsinks on almost all the builds. But that is just the initial numbers I ran in my head.

#13 Murphy7

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Posted 06 November 2012 - 06:46 PM

In again before lock.

I really need PGI to win a few patches in a row again. Be nice to have a few patches without new major issues.

But if we are looking for trouble, anyone go looking to see if new "quirk" stats were applied to mechs, and not just the YLW?

#14 Jack Corban

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Posted 06 November 2012 - 06:48 PM

Pathetic

#15 Ghosth

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Posted 06 November 2012 - 06:48 PM

I played 5 match's tonight, think I'm going to take a week off and let the dust settle.

#16 Clay Pigeon

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Posted 06 November 2012 - 06:57 PM

Anyway, I'm hoping the crit bug is behind the DHS nerf, and that both get fixed.

#17 Ilfi

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Posted 06 November 2012 - 07:29 PM

Hah! So that's what it was.

LRMs buffed, Lasers nerfed, Skins reneged, suicidal scouting (a symptom) not abated, SSRMs no longer have knock, knockdowns still missing, knockdowns via weapon knock still doesn't exist -- the list is getting longer, Piranha.

The game was better in August than it is today. Get it together.

#18 LogicSol

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Posted 06 November 2012 - 07:34 PM

basic update on the issue, take as you will

View Postdaemur, on 06 November 2012 - 07:26 PM, said:

This is an issue which is being addressed concerning the speed at which the paper doll is updating. I would like to point out that the mech is not dying from the initial hit, nor is it taking damage beyond what is expected. As is illustrated in your screenshots, the torso of both dead mechs is showing as orange, which would be the state of the mech prior to taking the killshot. At this point you are taking a significant amount of damage and dying.

As for the machine gun one-shot kill, unless you have found a way to put AC20 bullets in you machine gun, it should still lag behind a bit in the way of damage.

Thanks for the support.


#19 Vassago Rain

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Posted 06 November 2012 - 07:42 PM

View PostLogicSol, on 06 November 2012 - 07:34 PM, said:

basic update on the issue, take as you will


I think the guy doesn't know what he's talking about.

#20 Draco Argentum

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Posted 06 November 2012 - 09:13 PM

It looks a lot like their QA can't find bugs so they end up nerfing stuff based on those bugs. Remember how long the pulse laser heat was bugged before a forum user discovered it?





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