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PassiveAce
Profile Blog Joined February 2011
United States18076 Posts
July 15 2013 12:34 GMT
#901
O i thought it came with the movement patch lol
Call me Marge Simpson cuz I love you homie
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2013-07-15 13:13:50
July 15 2013 13:12 GMT
#902
I thought the implemented some of them with the movement patch and then the rest of the half assed limitations come soonish? I don't have much faith in those changes doing anything though, need either hardpoint size limitations or severe heat penalties even before you reach shutdown levels, like 50-100 bracket.

oh yea they put in the yellow siren 120% minor CT internals one, which does absolutely nothing.
Sicion
Profile Joined June 2011
Germany131 Posts
July 15 2013 14:31 GMT
#903
New Heat Scaling starting Tuesday
+ Show Spoiler +
Arriving for July 16th… heat scale on high weapon count alphas.

As promised, once systems are in place for new balancing/tuning features, I will let you know about them as they enter test. What we have seen so far is very positive. There are some tweaks that need to be done but those will come with subsequent patches. The key here is to get this feature enabled to allow you, the Beta testers to see the effects and adjust your gameplay or meta-gameplay as needed.

This is very experimental and is being addressed aggressively as I mentioned in my previous weapons update. The first set of numbers are for the immediate effect on the current meta-game but more weapons and balancing will occur with each patch you see on our path to Launch. That being said, here is a table of maximum weapons of each weapon type you can fire without incurring the heat penalty. Internally we call this value Max Alpha.


Weapon System Max Alpha
PPC 2
ERPPC 2
LRM-15 2
Large Laser 2
Medium Laser 6
AC/20 1
SRM-2 4
SSRM-2 4
SRM-4 4
SRM-6 3

Firing more weapons than Max Alpha makes heat generation grow exponentially. For example, from the table above, if you fire 2 PPCs, you will receive no heat penalty. Fire 3 and there will be a noticeable heat increase. Fire 4, it starts to get significant. Beyond that, you’re playing with fire.

What about SRMs?!?! Buff them to 2.5!!!

Nuh uh. 2.5 SRM damage causes the same effect as the previous LRM-aggedon. While funny to test, the 6-SRM6 Catapult will decimate any Assault class Mech in 3 volleys. The third volley doesn’t even have to be a full volley, 2 volleys following up with a medium laser will probably kill most builds in the game. So what am I going to do about this? Well let me explain an issue…

Many of you have cited hit detection errors. We’re seeing this as well. While it happens across almost all Mechs, it’s most noticeable with small Mech chassis. Bumping damage is going to help deal a small amount more damage to small Mechs, but the larger Mechs are going to be destroyed VERY quickly. We are investigating the root cause of these detection errors but it’s a deep problem. We need to find out if it’s in HSR (host state rewind) or is it in the simulation running on the server etc etc. Once found we will be pouring heavy resources on to the problem to fix it ASAP. However, I can tell you this, it’s going to take a while to find due to its complexity.

That being said, here’s an opportunity for you to decide your fate when dealing with SRMs. In this feedback thread (http://mwomercs.com/...-hit-detection/), there is a poll. You can vote to bump SRM damage up to 2.0, not this patch but next, or leave damage as is until hit detection is fixed. Keep in mind, this bump in damage is going to be a fairly big world of hurt for larger Mechs. NOTE: Cut off for voting will be Sunday 11:59PM PST.

Taking damage beyond 120% heat.
This value is going to be reduced to 100%. Depending on how long you're in a state of overheat will determine how much damage you take. If you overheat by 1 point and are only in overheat for a very short amount of time, you probably won't take any damage at all.

Also a damage buff for srm incoming
http://mwomercs.com/forums/topic/126649-heat-scales-and-general-update-feedback/
There's never enough time to do all the nothing you want.
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
July 15 2013 17:00 GMT
#904
What stops you from just grouping them in 2s and mashing them 1 by 1? Theres basically no difference in terms of fire rate, but you don't hit the alpha :X.
Descolada in everything not TL/Starcraft
TrickyGilligan
Profile Joined September 2010
United States641 Posts
July 15 2013 18:19 GMT
#905
On July 16 2013 02:00 Coriolis wrote:
What stops you from just grouping them in 2s and mashing them 1 by 1? Theres basically no difference in terms of fire rate, but you don't hit the alpha :X.


Sustained fire isn't the issue though. The issue is popping out of cover, firing all your weapons, then getting back in cover for the recharge. It leads to really boring sniping gameplay which is what everyone is so annoyed with.

I don't really like this change though, I think people should be allowed to build mechs however they want. There should be a reason to have multiple weapon systems on your mech other than stacking penalties.

We'll see though, if it makes the game more fun I can't really complain.
"I've had a perfectly wonderful evening. But this wasn't it." -Groucho Marx
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
July 15 2013 23:58 GMT
#906
On July 16 2013 03:19 TrickyGilligan wrote:
Show nested quote +
On July 16 2013 02:00 Coriolis wrote:
What stops you from just grouping them in 2s and mashing them 1 by 1? Theres basically no difference in terms of fire rate, but you don't hit the alpha :X.


Sustained fire isn't the issue though. The issue is popping out of cover, firing all your weapons, then getting back in cover for the recharge. It leads to really boring sniping gameplay which is what everyone is so annoyed with.

I don't really like this change though, I think people should be allowed to build mechs however they want. There should be a reason to have multiple weapon systems on your mech other than stacking penalties.

We'll see though, if it makes the game more fun I can't really complain.

You can go 1234 really, really fast.
Descolada in everything not TL/Starcraft
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2013-07-16 06:29:03
July 16 2013 06:22 GMT
#907
I don't think it matters if you group them different, it's based on a time frame where if you fire too many of the same weapon, the heat kicks in. This is a very clunky bandaidy way to do things and totally unintuitive for new players who don't shuffle through the forums first.

Ultimately I think the issue will still remain, if 6ppc shot still don't shut you down, people will run it. The convergence issue that has been talked plenty lately would probably be a better solution, if for example the 6 ppcs fired don't hit the same part in the mech, it would be much less effective and would increase the TTK which is too low.

Then the opposition to the convergence are like "buu this is fps, not tabletop, it doesn't translate". And I'm like...which recent fps game does not have weapon spread implemented? MWO doesn't, everything hits pinpoint, which is big part of the problem.
Vagabond
Profile Joined April 2011
Scotland149 Posts
July 16 2013 07:37 GMT
#908
SRMs are back baby tonight the srms are going to buffed to 2.0 per missile back to TT levels. Fireing all 6 ppcs on a Hexa ppc stalker will take you to 99% heat so a lance mate from my Davion unit said While testing in the 12v12 PTR.

I am looking forward for tonight with the taking damage from going over 100% heat, Since it will make people have to learn to manage heat better and work on better ballanced builds. Also i get to level my new Victors the 9B and the 9S (Already have the 9k in the Dragonslayer which have the same hardpoints just two lasers are moved to the chest in the DS)Slaping a XL 360 in to them ;D so a good 72 KPH untill i can master them.
Drone untill i die.
Hoender
Profile Joined March 2011
South Africa381 Posts
July 16 2013 08:58 GMT
#909
Oh man this is going to be great. SRM's getting buffed, making my 4srm6 catapult more useful and PPC Stalkers being nerfed. Now if only they can nerf that double AC20 Jagermechs and I will be ecstatic
Die ou swepe sê: "daar's 'n raat vir elke kwaal," maar watse pil kou jy as die donker jou kom haal?
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2013-07-16 20:53:25
July 16 2013 20:28 GMT
#910
Rofl apparently the heat penalty for AC40 is 500%...so when you used to fire them for 12 heat per alpha, now you're looking at an extra 40-50. Like, what is going in the minds of the devs when they fiddle with these numbers? That's just..wow.

I wonder what the hell is any new player going to think about when they first make an AC40 build and then promptly shutdown after one alpha with them and then they check the heat values in mechlab and go...wait a minute, wtf?

Good lord.


e: testing ingame, assuming the changes are done, it doesn't seem that bad, ac40 alpha from 0 heat to 37%ish, can still fire 3-4 alphas before overheat.

e2: hexa ppc test, dropped on tourmaline, 1 alpha at start, shutdown for half a minute, some core dmg
PassiveAce
Profile Blog Joined February 2011
United States18076 Posts
July 16 2013 20:56 GMT
#911
On July 17 2013 05:28 daemir wrote:
Rofl apparently the heat penalty for AC40 is 500%...so when you used to fire them for 12 heat per alpha, now you're looking at an extra 40-50. Like, what is going in the minds of the devs when they fiddle with these numbers? That's just..wow.

I wonder what the hell is any new player going to think about when they first make an AC40 build and then promptly shutdown after one alpha with them and then they check the heat values in mechlab and go...wait a minute, wtf?

Good lord.


e: testing ingame, assuming the changes are done, it doesn't seem that bad, ac40 alpha from 0 heat to 37%ish, can still fire 3-4 alphas before overheat.

e2: hexa ppc test, dropped on tourmaline, 1 alpha at start, shutdown for half a minute, some core dmg

ahahahahaha
Call me Marge Simpson cuz I love you homie
Redox
Profile Joined October 2010
Germany24794 Posts
July 16 2013 21:02 GMT
#912
On July 17 2013 05:28 daemir wrote:
Rofl apparently the heat penalty for AC40 is 500%...so when you used to fire them for 12 heat per alpha, now you're looking at an extra 40-50. Like, what is going in the minds of the devs when they fiddle with these numbers? That's just..wow.

I wonder what the hell is any new player going to think about when they first make an AC40 build and then promptly shutdown after one alpha with them and then they check the heat values in mechlab and go...wait a minute, wtf?

Good lord.


e: testing ingame, assuming the changes are done, it doesn't seem that bad, ac40 alpha from 0 heat to 37%ish, can still fire 3-4 alphas before overheat.

e2: hexa ppc test, dropped on tourmaline, 1 alpha at start, shutdown for half a minute, some core dmg

Sounds awesome.

The great thing is, I have never ever played one of those builds that are being nerfed now. :D
Always thought they were lame.

Maybe they need to tweak some numbers, not sure, but generally all of this sounds just right.
Off-season = best season
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2013-07-16 21:43:19
July 16 2013 21:05 GMT
#913
AC40 jager is mainly unaffected for the first encounter, it's still gonna fire 3 salvoes before having to reduce fire rate so it's still gonna fuck up the first mech it runs into.

hexa ppc is dead, no point, quad ppc staggered will do better with the extra sinks. Doesn't stop quad ERPPC builds, fire in 2s, can keep up fire for long. (ER)PPCx+gauss builds pretty much unaffected.

SSRMs apparently totally gutted this patch, did not receive damage upgrade but now the missiles will spread over more parts. You aren't gonna scare anyone off by hitting them in the arm, side torso, ct and leg with SSRM4 per salvo.

Didn't test large laser builds as I've always found those ineffective and silly. I like LLs more in pairs as an addition to medium engages.


Sidenote, I don't really get what the big whine about AC40 builds is, that shit is so low ranged if you aim to do max damage, it pretty much has to run an XL engine or be moving at Atlas speeds and it can't carry heatsinks so prolonged engages will fuck it over always. Also the 2 chassis that can do it that I know of, the K2 and all Jaegers are really fragile. All catapults are basicly one big CT on legs with the biggest cockpit hit boxes of anything and Jaegers will die to sidetorso damage which are shit easy to hit as they have to expose them fully everytime they plan to fire at you. That side torso will have 40-55ish (depending how crazy pilot) armor. Backhit to a jaeger side torso is instant kill every time. Missiles and snipers will absolutely shit on AC40 builds before they get within effective range unless you are either blind, afk or didn't buy seismic sensor yet, which is the same as being blind.

ima a little scared that some people reported weird heat values from quad ac2 builds, if PGI nerfs those for god knows what reason then fuck them, seriously maybe the effect of having quick fire efficiency combined with ac2s 0.5s refire, dropping it to .48 or something and that kicks in heat penalty? I could totally see them make a fuck up like that. All hail the autohotkey macros, then the AC2 macros would actually do something, if you have to macro your way out of your own mech efficiencies to keep firing them normally.
AllHailTheDead
Profile Joined July 2011
United States418 Posts
July 16 2013 21:17 GMT
#914
Just decided to get into this

is it all pvp or is there co op also?

anything I should know before I play?
daemir
Profile Joined September 2010
Finland8662 Posts
July 16 2013 21:32 GMT
#915
it's all pvp

join one of the community TS channels and group up, solo dropping is plague on your soul.
Redox
Profile Joined October 2010
Germany24794 Posts
Last Edited: 2013-07-16 23:00:22
July 16 2013 22:57 GMT
#916
Hm I went from doing group play only in the early days of the game to mostly playing solo now. Guess I am just different. :D

Since there is Elo matchmaking (although it is far from perfect) solo play is quite ok imo.
Off-season = best season
AllHailTheDead
Profile Joined July 2011
United States418 Posts
July 16 2013 23:34 GMT
#917
how do you gain MC can you only buy it?

so im limited to only the trial mechs? kinda lame
unkkz
Profile Blog Joined December 2007
Norway2196 Posts
July 16 2013 23:43 GMT
#918
So SSRM's useless, time to level Jenners i guess.
daemir
Profile Joined September 2010
Finland8662 Posts
July 17 2013 05:26 GMT
#919
Your 25 first game will give you a big bonus on cbills, enough to buy you your first own mech. Well you only need to play like 10 trial mech games, then buy your own and play the rest of the cadett matches with your own mech. Extremely recommended to pick the trial mech that has the (c) in it, meaning it's a champion mech and has actually a good build instead of the retarded trial build. Currently it is the Atlas RS.


MC can only be bought and mechs can be bought with MC, including some MC only chassis that have a special that they give you extra cbills bonus when you play with that chassis. I wouldn't recommend paying for chassis tho, quite expensive. Rather get some premium time and mech bays to get you going.
CuLane
Profile Joined October 2010
United States160 Posts
July 17 2013 12:57 GMT
#920
On July 17 2013 06:05 daemir wrote:

hexa ppc is dead, no point, quad ppc staggered will do better with the extra sinks. Doesn't stop quad ERPPC builds, fire in 2s, can keep up fire for long. (ER)PPCx+gauss builds pretty much unaffected.


I just don't get the complaints about PPC stalkers, they're MUCH less annoying in pugs than LRMs. 6 PPC stalkers were a joke before and a joke now. 4 ERPPC stalkers can NOT keep up fire for long, 2 ER's and 2 PPC's was already too hot to run effectively for higher levels of ELO, 4 ER's were more rare than 6 PPC stalkers.

Anyway, the game is now "get around the heat penalalties," which was predicted by pretty much everyone long before they put it in place.
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