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[Mechwarrior:Online] Weapon Rebalancing on the 21st. Oosik Sigs on P19
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I mean, I kill them pretty well in my JR7-F as well, but... streaks and LB10X are pretty good at taking out lights. Honestly!
Alénthian, the Grace of Corellon in Dragon Slayers - AC:35, F:29, R:30, W:31
Those fixes are temporary. They did what they did because just removing splash made the whole system go apeshit. They had to do something though because of how god awful the old mechanics were. In the next patch or two PGI will be replacing the current missile system entirely which should completely alleviate the current issues. Doubly so since missile HSR will be rolling out as well.
PAX 2013 STATUS - Badges: PURCHASED Hotel: RESERVED Vacation: Awaiting approval Plane Tickets: Waiting on vacation approval.
Quad WUBWUBs, though. Now that's a light-killer.
I'm assuming we will see the biggest impact with HSR on SRM's, right?
Steam and Origin - BillGates91
LoL - BillBotNik
MWO - BillGates
http://mwomercs.com/forums/topic/117650-hud-hotfix-tomorrow-at-10-am-pdt/
You can outrun LRMs, especially in a Light. They'll "chase" you but half go into the dirt if it's a large volley - maybe this might improve accuracy? I have no idea how lag affects LRMs, so it could be more of a "hey, my missiles are - statistically but significantly - kicking more ass as a general trend" rather than the revelation of lasers/ballistics HSR.
SRMs are gonna be way awesomer without the effing fire delay. That was maddening with arm-mounted launchers.
Edit: Accidentally a whole sentence.
Ah, see, I didn't know they're overhauling missiles completely. LRMs desperately need fixing, both for making them stop making them do good or bad dumb, broken things.
1. Outrun them, as Vedicintent describes.
2. Take cover behind a sufficiently tall and steep building or terrain feature (never foolproof because they can find ways to go "around" obstacles rather than over them sometimes as described above).
Also: jam it into reverse for a bit, then power down. The missiles lose their lock and 95% plow into the dirt right in front of you. Best used if you have some coverage from the sides, otherwise, prepare to eat gauss.
Sure, it's not the safest route, especially if you've got an anklebiter light nipping around, but it's effective.
I can't fucking wait for missile HSR to go in. So many mechs in my collection are going to make some big comebacks.
http://steamcommunity.com/id/pablocampy PSN:pablocampy
I'll try to dig the set of posts/tweets up, but they are getting a whole new grouping/flight patters, reworking the way splash works (because setting it to 0 broke them completely), HSR and damage value tweaks. All due on the 21st supposedly.
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Steam and Origin - BillGates91
LoL - BillBotNik
MWO - BillGates
I think it's intended as long as it's the same target. I don't think they do the hard turns against a different target.
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@Mvrck 190 Screenshots uploading as i type and many more to come as i can play. trying to refine my screenshot capabilities.
Outreach News Your constantly expanding resource for all Mechwarrior news and updates.
So do I. It's easy when Blood Orange is the only orange ;-)
I honestly hope they never actually implement that... I run 'hot' all the time in alot of my builds and being punished for it seems pretty fucking stupid.
It also doesn't make sense from an in-game perspective, Why would they have the entire 'heat scale' set up so (for example) you start becoming sluggish at %70, ammo cooking off at %80 and start taking internal damage at %90?
If they don't want people boating mass amounts of Weapons (i.e PPCs) Just make them take up more tonnage or crit slots or cause more Heat, i just can't see the point in punishing someone for having a build that sits on 80-90% heat for long periods of time.
And for that person firing six PPC's while being at %90 heat? well he will be shut-down for a very long time to burn off that extra heat, so whats the problem exactly?
An AC2 has a 0.5 second recycle. It stands to reason you could fire an AC2, then 0.25 seconds later fire a second AC2, then hold the button to chain fire between the two at 0.25 s intervals.
...except this doesn't work in the game. Having played with it, it looks like it's a function of chain fire switching from one weapon to the next slower than desired. Manually switching weapon groups from AC#1 to AC#2 and back achieved the desired effect. This borks up using the weapons groupings, though.
So, is there an in-game way to tweak the chain fire cycle speed? Or am I stuck, resigning to cobble up a mouse macro to make this happen?
capnnips in MWO
Don't use chain fire. Keep it turned off.
Set each one on a different weapon group, and then roll your button presses while holding down the final one that has all of them on it.
For example on my Jager DD with 4 AC2 I have them set as follows:
Group 1: A B C D
Group 2: B C
Group 3: D
And I press them in a 3,2,1 order very quickly and then hold down Group 1.
If you want you can split it further if you want 4 groups set up but personally I find staggering them like so is sufficient.
Of course you can always make a macro to do it for you but I'm not versed in that sort of thing.
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Also, make sure to revel in the dakka, because rapid-firing 3-4 AC/2s is pretty boss.
You should absolutely take damage whenever you go over 100% heat. The point is that 100% is where shit starts to break; it's basically the whole reason for forced shutdowns. It's your mech telling you "Listen, just stop right there buddy before you really break something." Easy solution: For every 5% you are over 100% heat, 1 point of damage is dealt to internal structure per second. You're a dumb stalker that fired 4 PPC's at 90% heat and jumped up to 150%? You're going to eat a fair amount of damage while you cool down.
You barely tripped over the 100% threshold and shut down? You'll take maybe a point of damage.
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If engine destruction actually destroyed mechs, I think this would be a better solution. But the damage rate would have to be absurdly high I think to actually knock any components out. Unless you did something like make it a % chance/second to destroy a component while over 100% heat. But they said they want to stay away from random systems as much as possible, so I don't know how PGI would feel about that.
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Yeah, I wouldn't at all mind seeing penalties for mechs operating at OVER 100% heat. I'd say let 105-110% have a decent chance to be okay for a few seconds so there's a slim safe zone, but after that, yeah, definitely damage, with shutdown simply REDUCING that damage. Then if you have somebody jamming heat up to 130%, they immediately start taking internal damage.
Definitely would not want penalties for under 100% heat, though. For one, heat levels in MWO are very, very fluid, so firing and cooling from a single salvo could shift your mech through several states that only last a few seconds each. Two, there are plenty of perfectly viable, balanced builds which simply run hot, and I'd really hate to see those mechs have to deal with a lot more trouble simply because people are abusing the heat system.
In other news, The X-5 is fantastic. Sooooo much fun. Although there is nothing sadder than finding a trial Highlander and coring him from behind while he frantically looks around for what is shooting him.
I'll give you a hint, trial Highlander. It's blue and orange with white stripes, weighs 40 tons, and is right behind you. Always.
Poor guy never caught a glimpse of me.
Steam: stabbitystyle | XBL: S For Stabbity | MWO: stabbitystyle
Basically this, yes... but not just for damage, i don't think i should move slower because i'm sitting on %80 heat... Nerf Heatsinks if its a problem, make the 'power-down' time a longer % of how much you went over the heat-limit, i mean there are plenty of ways to punish that 4/6 PPC stalker alpha'ing at %90 heat without having him instantly blow up... Say by making it take a full 30seconds (or more) to be able to safely re-start would make them think twice, since even from 500m away thats pretty much a death sentence.
Edit: to make it clear i'm not %100 against taking some damage if you go massively over your heat limit but i am against you taking damage/movement penalties for being under it or even slightly over it.
Also i was referring off-hand to the situation in-game and possibly? in canon were you would build a system that has an auto-shut down were it would damage the system before initiating said system of shutting down... i mean, think of it in computer terms, yes you can damage systems from over-heating but generally speaking the Graphics card/CPU will shut itself down before actual damage is caused.
Slight difference between your GPU shutting down because you are playing Crysis with the settings too high and shutting down in the middle of a firefight where stopping may well be a death sentence.
Edit: Sorry, that came off snarkier than I intended.
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Yeah, good point, but why would you make the 'Holy fuck you are going to DIE' heat-level at %100? you'd make that actually %120 or %150 if that makes sense, like a buffer level or something...
all of this is from a canon perspective as more a question of 'why would you build a system like that?'
I've been on the fence all weekend and thought I made up my mind "not" to get it, but everyone I ask enjoys it a lot.
Does it play differently enough compared to the Sprinturion? I'd prefer not to have the same playstyle in mechs once I actually start to sell any of them and I know I'll never sell the Sprinturion.
its a little different. I enjoy it more than the sprinturion. I specifically waited for it to go on sale to pick it up. ittl be handy down the road if they get weight limits put in.
Personally, I don't want to see damage or status effects happening below 100%, but I want you to take damage if you're over 100% heat capacity, even if you're shut down. @Mvrck's 1 pt of internal damage per second for every 5% over your capacity sounds pretty good to me.
Sprinturion will have much better durability thanks to arms the work like shields and being a 50-tonner instead of a 40-tonner, but the X-5 has a MUCH better energy hardpoint setup so would be something you can be more flexible with. You could build something with the X-5 that would have slightly more firepower than a Sprinturion but with less durability, but yeah, an X-5 with SRM6s is going to end up being pretty close to a Sprinturion in general.
I don't see the problem with the current mechanics for the heat system.
I would welcome a change to getting damaged regardless of shutting down or not over 100% though. Will make the game more tactical.
Steam and Origin - BillGates91
LoL - BillBotNik
MWO - BillGates
It would also strongly discourage cheese builds that rely on that infinite heat grace period to boat well beyond a reasonable number of weapons.
But I do agree with Ninja that there needs to be a small window where no damage occurs, as shutting down in the middle of battle is punishment enough for just tripping 101%. Beyond 105%-110%? Hope you like roasted Myomer :twisted: