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Patch Notes Are Up:


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#61 hammerreborn

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Posted 19 February 2013 - 11:17 AM

Too bad I won't get to enjoy this, I'll be playing Crysis 3.
/reads patch notes

Quote

Machine Guns/Flamers/LB10-X

- The Flamer has a 14% increased chance to crit once, an 8% increased chance to crit twice, and a 3% increased chance to crit 3 times.
- When the Flamer crits, it will deal 1.1x the amount of normal damage to an internal item.
- Flamer crit damage is 0.4 x 1.1 = 0.44 per crit. Max crit of 3 times = 1.32.
- The low damage mulitplier is due to the fact that the Flamer already has it's head increase ability.
- The LB10-X has a 14% increased chance to crit once, an 8% increased chance to crit twice, and a 3% increased chance to crit 3 times.
- When the LB10-X crits, it will deal 2.0x the amount of normal damage from 1 'pellet' to an internal item.
- The LB10-X crit damage is 1.0 x 2.0 = 2.0 per crit. Max crit of 3 times = 6.0.
- The Machine Gun has a 14% increased chance to crit once, an 8% increased chance to crit twice, and a 3% increased chance to crit 3 times.
- When the Machine Gun crits, it will deal 12.5x the amount of normal damage per bullet to an internal item.
- The Machine Gun crit damage is 12.5 x 0.04 = 0.5 per crit. Max crit of 3 times = 1.5.
- Due to the rate of fire, the Machine Gun is now a heavy crit seeker and will be VERY effective vs. items on non-armoured locations.



HAHA screw Crysis 3 ITS FLAMER TIME! My Jenner F is now my main and my Spider K coming out of retirement for maximum trolling.

Edited by hammerreborn, 19 February 2013 - 11:17 AM.


#62 Assiah

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Posted 19 February 2013 - 11:17 AM

View Post3rdworld, on 19 February 2013 - 10:52 AM, said:

No, that is the way it is supposed to be. 2 on the RA 1 CT and 1 on the LA.


View PostThontor, on 19 February 2013 - 11:05 AM, said:

the weapons are in the same locations as in the TRO.


I have TRO:3050 upgrade and the original, Upgrade mentions the 3C (saying its extinct) and mentions the load out, but not where the weapons are placed. Megamek has the mech listed with all lasers in the arms. I'm seeing if I can dig up my record sheets to see if it also shows them in the arm.

That being said, I just thought it was odd to move it, but other than that not really worried about it.

#63 Viper69

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Posted 19 February 2013 - 11:19 AM

View PostLiquidx, on 19 February 2013 - 11:08 AM, said:


Because traditionally the LBX is supposed to be a finishing weapon - this change makes it much closer to that. Strip the armor off with lasers, finish with LBX.


Traditionally? Srms also scattered all over a mech regardless of range yet we dont have that tradition.

#64 stjobe

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Posted 19 February 2013 - 11:21 AM

View Postshintakie, on 19 February 2013 - 11:12 AM, said:


Definitely needs to be tested out. As we've said multiple times in multiple threads about this subject, why bother takin a MG that is effective for the last 15-20% of a fight when you can take a weapon thats useful for 100% of the fight? Maybe I'm wrong and this is exactly what the MG needs, but I'm doubtful at best.

View PostThontor, on 19 February 2013 - 11:13 AM, said:

The item damage crit buff was needed whether they upped the straight DPS or not, just by nature of the high rate of fire, low damage per round nature of the gun. .. If its not enough they can up the straight damage too... But a straight damage buff wouldn't have keen enough, as far as capability to destroy components goes. I mean, look at how much they buffed the crit damage... 12.5x!

No way they could buff its straight damage that Much, it would be straight up OP. in the future maybe they will increase its straight damage (decreasing the crit modifier to keep it consistent)


If my math is correct, this change puts the MG at just over 5 DPS against unarmoured targets while retaining its abysmal 0.4 DPS against armoured targets.

Without having tested it, I must say I agree with shintakie: Why take a weapon that's underperforming for 3/4ths of the match?

Edit: Why be forced to take a weapon... said the sad SDR-5K pilot.

Edited by stjobe, 19 February 2013 - 11:22 AM.


#65 Paula Fry

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Posted 19 February 2013 - 11:21 AM

AC 20 Health up......i cryed tears of happyness.

Fall Dmg and bumpy surfaces....fixed. Im in heaven!

#66 Poopy Joe

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Posted 19 February 2013 - 11:23 AM

Cant wait to run the new mech.

#67 Viper69

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Posted 19 February 2013 - 11:25 AM

View PostBilbo, on 19 February 2013 - 11:16 AM, said:

They have half the projectiles.


What does that have to do with anything? An srm can also land a majority of its missiles at its max range. How many lbx pellets hit a target at its stated max range? Be hard pressed to land one pellet.

A good healthy debate is not a bad thing ;)

Edited by Viper69, 19 February 2013 - 11:41 AM.


#68 shintakie

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Posted 19 February 2013 - 11:26 AM

View Poststjobe, on 19 February 2013 - 11:21 AM, said:

If my math is correct, this change puts the MG at just over 5 DPS against unarmoured targets while retaining its abysmal 0.4 DPS against armoured targets.

Without having tested it, I must say I agree with shintakie: Why take a weapon that's underperforming for 3/4ths of the match?

Edit: Why be forced to take a weapon... said the sad SDR-5K pilot.


You're not technically forced to use a MG as a 5K pilot, you just have to use an AC/2 and be so incredibly slow that a Hunchback can breeze past you. ;)

#69 Krzysztof z Bagien

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Posted 19 February 2013 - 11:26 AM

Twist X is still not fixed. It doesn't work for mechs without lower arm actuator ;)

#70 shintakie

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Posted 19 February 2013 - 11:27 AM

View PostKrzysztof z Bagien, on 19 February 2013 - 11:26 AM, said:

Twist X is still not fixed. It doesn't work for mechs without lower arm actuator ;)


Didn't people figure out that it does work, but only in up and down movements?

#71 hammerreborn

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Posted 19 February 2013 - 11:28 AM

View Poststjobe, on 19 February 2013 - 11:21 AM, said:

If my math is correct, this change puts the MG at just over 5 DPS against unarmoured targets while retaining its abysmal 0.4 DPS against armoured targets.

Without having tested it, I must say I agree with shintakie: Why take a weapon that's underperforming for 3/4ths of the match?

Edit: Why be forced to take a weapon... said the sad SDR-5K pilot.


Spider K, Spider K, shooting machine guns, everyday.
Hit my ammo, I explode
Dakka Dakka, Dakka Dak
Oh yea, im trolling Spider K~

(I think I did that right >.>)

Edited by hammerreborn, 19 February 2013 - 11:29 AM.


#72 stjobe

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Posted 19 February 2013 - 11:30 AM

View Postshintakie, on 19 February 2013 - 11:26 AM, said:


You're not technically forced to use a MG as a 5K pilot, you just have to use an AC/2 and be so incredibly slow that a Hunchback can breeze past you. ;)

Well, technically the SDR-5K might just leave its four ballistic slots empty as well. With this change, at least they'll get something for the 3-ton investment of 4 MGs and a ton of ammo. Might even steal a few kills at the end of the round!

Don't get me wrong, I love that they're trying to make the MG useful, I just think they're going about it in a very strange way, relegating ballistic lights to end-of-match 'mechs.

Edited by stjobe, 19 February 2013 - 11:31 AM.


#73 ObsidianSpectre

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Posted 19 February 2013 - 11:30 AM

Quote

- Fixed excessive fall damage while moving across bumpy surfaces and falling from short heights.


Finally!

#74 Redwo1f

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Posted 19 February 2013 - 11:31 AM

Looks solid, gentlemen. Thank you!


Throw a machine gun in if you have a tiny bit of space to spare and don't feel like an ***** now. :ph34r:
Off to play it now. ;)

Edited by Redwo1f, 19 February 2013 - 11:33 AM.


#75 Bilbo

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Posted 19 February 2013 - 11:33 AM

View Poststjobe, on 19 February 2013 - 11:21 AM, said:

If my math is correct, this change puts the MG at just over 5 DPS against unarmoured targets while retaining its abysmal 0.4 DPS against armoured targets.

Without having tested it, I must say I agree with shintakie: Why take a weapon that's underperforming for 3/4ths of the match?

Edit: Why be forced to take a weapon... said the sad SDR-5K pilot.

Because of the crit chance after stripping armor, it can be used continuously without creating heat, so you can take out weapons while you wait for your mech to cool down.

#76 Carrioncrows

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Posted 19 February 2013 - 11:35 AM

For a Brief Moment I was excited about NARC

Then I read the next line in the patch notes.

For the love of all that is good and holy, a 4 tons weapon ( 3 tons narc + 1 ton -6 shots) Still doesn't counter a 1.5 ton ECM.

Blows my mind.

#77 hammerreborn

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Posted 19 February 2013 - 11:38 AM

View PostCarrioncrows, on 19 February 2013 - 11:35 AM, said:

For a Brief Moment I was excited about NARC

Then I read the next line in the patch notes.

For the love of all that is good and holy, a 4 tons weapon ( 3 tons narc + 1 ton -6 shots) Still doesn't counter a 1.5 ton ECM.

Blows my mind.


I'm not even sure what the change does. Isn't a mech already targetable by anyone on the opposing side? Or could you only lock on?

View PostBilbo, on 19 February 2013 - 11:33 AM, said:

Because of the crit chance after stripping armor, it can be used continuously without creating heat, so you can take out weapons while you wait for your mech to cool down.


I do 2 MGs and 2 ultra ac5s (and 2 med pulse) on my cataphract 4x, itd be good damage once you expose internals and your acs jam, Especially finding and taking out the guass (think how quickly that 3HP will go with the rapid rate of MG fire and only needed 2 3x crits to break it)

#78 shintakie

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Posted 19 February 2013 - 11:39 AM

View PostBilbo, on 19 February 2013 - 11:33 AM, said:

Because of the crit chance after stripping armor, it can be used continuously without creating heat, so you can take out weapons while you wait for your mech to cool down.


That doesn't really help ballistic lights, or the Cicada with only 1 energy hardpoint.

Those mechs will never ever overheat no matter what weapon you put in the 1-2 energy hardpoints they have, so you're left with a really really useless weapon for 90% of the fight still.

#79 hammerreborn

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Posted 19 February 2013 - 11:42 AM

View PostThontor, on 19 February 2013 - 11:40 AM, said:

That 5 DPS number assumes every bullet critically hits... And don't say "against I armored targets" like it will do more damage to internal structure... That is not the case. It does more damage to the items.

If myrrh is correct... If every bullet hits exposed internal structure (an unlikely scenario) It will do an average of 1.95 DPS against the items contained in that component. Taking about 5 seconds on average to destroy a component.

75% of the time, no crit hit
14% of the time, one crit hit for 0.5 damage (= 0.7 DPS)
8% of the time, two crit hits for a total of 1.0 damage (= 0.8 DPS)
3% of the time, three crit hits for a total of 1.5 damage (= 0.45 DPS)


You need increased reading skills. The 14, 8, 3 are extra crit chance on top of the current crit chance numbers. IIRC the old numbers correctly the crit chance of MGs and Flamers just went up to 70% with these changes (I believe the old numbers totaled 45%).

Edited by hammerreborn, 19 February 2013 - 11:43 AM.


#80 Goose

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Posted 19 February 2013 - 11:47 AM

Soooo we're not getting to play with teams of 5~7? :-(





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