Oh god, I was getting close to 1k damage repeatedly.
Incidentally, a friend of mine is having some AWESOME games in an AS7-D-DC with 2xLB10X, 3xSRM6 w/artemis, and 2xML. You should try it out sometime, it is a brawling MONSTER.
OpposingFarce (I think?) was running that build a bit when I was playing with him last night. Made mincemeat out of a bunch of mechs in the cave on Frozen City.
KayWhat we need...Is a little bit of PANIC.Registered Userregular
edited July 2013
Sounds good. So many salty tears and 'worst patch ever' and 'man way to make the game not fun'.
These are the same people that would laugh and gloat and yell 'ADAPT OR DIIIIIE' when people complained about the pinpoint hex-PPC builds they were using. IT CUTS BOTH WAYS, PEOPLE.
Oh, and I got someone else to lose their cool and start swearing at me incoherently in all-chat after I beat them in my Jenner, again.
This time, it was a Spider. We were both legged. I killed him just as his team's resource score hit 748 while ours was at 700...
"fuck u skinny ass leg lucker jenner"
"fucking lucker"
"that was our game you cheesed it"
"(gradually more incoherent and typo-ridden)"
It bears mentioning that when I happened upon him, he was mint, and I had an orange internal leg and a yellow internal leg. And he legged me first. He then stayed still in front of me and TOOK MY LASERS while I used jumpjets to... make his miss. A lot. It was HILARIOUS.
Super fun games last night. Agree there are still some alpha builds but they still need 2 shots to kill unless they get you from behind. I've seen more lights/meds last night then I have in the past 2 months. Alos had more good games last night then in the last 2 months... so big win over-all. When we got beat it fealt like we lost legit and most matches were close.
Finally basic'd my SDR-V, says something that games were still fun running that shitbag. The secret to leveling is to solo-que, you get to generally fight worse players so you have half a shot at scoring some cheap kills. Onward to the K, ran one match with it last night, hilarious concept, questionable performance.
Oh god, I was getting close to 1k damage repeatedly.
Incidentally, a friend of mine is having some AWESOME games in an AS7-D-DC with 2xLB10X, 3xSRM6 w/artemis, and 2xML. You should try it out sometime, it is a brawling MONSTER.
ran that build in a couple games yesterday with pablo. Pretty much walked through 3 victors who thought they'd be sneaky and come through the tunnel. However, any stand-off or running engagement got a bit tricky.
0
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
Also I FINALLY bought my D-DC! Barely scraped together the 10.5 mil C-Bills and basically ran it stock but I swapped out the LRM for more SRM6s (single heat sinks and stock ammo locations - oops). First game out, I nearly broke 800 damage!
I pugged a bunch of games yesterday, much fun was had. I like the changes...I'm not sure how long things will last until people go back to sniping with the best meta, but most of my games yesteday turned into brawls and it was glorious!
I'm really liking the new SRM damage, it feels like a robo-shotgun (yes, I know there is already a robo shotgun). I think damage-wise, SRM's are in a good place. I hope they don't lower their damage back whenever they fix this "hit detection issue."
Also, I tried a couple of different builds on a Stalker 3F...
First I set it up with 2xLRMA15, 4xML, 2xSRM6A, but aside from one match I never really broke much damage with it. The LRMs mainly, even if I launch my whole payload, doesn't seem to account for much damage; I even tried using TAG with it, that helped a bit but it the damage was still rather paltry. I'm guessing you have to go all in on boating LRM's for them to be effective?
I switched the 3F out to a 2xERPPC 4xSRM6A loadout, and my damage went up. Nothing impressive, but workable. Caught a suprising amount of people in the face with the missile shotgun.
I also played my Highlander some. With the current meta I felt like a god-king of assaults, mainly because I could still boat 2xERPPC and 1xGauss with 3xSRM6 as backup. This thing put out a lot of damage, especially since my matches with it became brawls where I was able to slam people left and right.
It makes me wonder if 2xPPC + 1xGauss boating should really be a thing, though. They seem to be wanting to limit the big gun boating to two, but that combo sort of circumvents it. I'd almost say they should just throw in the Gauss with the PPC's for when it comes to heat penalty restrictions, even though they are totally different guns. I guess it's just something people will have to monitor, to see what the long-term effects are of the recent patch.
I do kind of wonder if this whole heat patch is a complicated way to solve a problem that could be better tackled by hardpoint restrictions. Their general idea seems to be restricting large numbers of single weapons by means of heat, but I wonder if it would have been simpler to just further define hardpoints by size.
For example, you might have a "Medium Energy Hardpoint" which could mount lasers or pulse lasers up to a Medium size, while "Large Energy Hardpoints" would be required for large lasers. PPC's would be their own hardpoint, and ballistic hardpoints could be broken into what amounts to AC10 or less, and heavier points which can fit an AC20 or Gauss. This would restrict boating, but still give some flexibility to builds, and might make variants a bit better. While I like the recent patch, it just feels kludzy.
Also, the rage on the official forums is hilarious...
I pugged a bunch of games yesterday, much fun was had. I like the changes...I'm not sure how long things will last until people go back to sniping with the best meta, but most of my games yesteday turned into brawls and it was glorious!
I'm really liking the new SRM damage, it feels like a robo-shotgun (yes, I know there is already a robo shotgun). I think damage-wise, SRM's are in a good place. I hope they don't lower their damage back whenever they fix this "hit detection issue."
Also, I tried a couple of different builds on a Stalker 3F...
First I set it up with 2xLRMA15, 4xML, 2xSRM6A, but aside from one match I never really broke much damage with it. The LRMs mainly, even if I launch my whole payload, doesn't seem to account for much damage; I even tried using TAG with it, that helped a bit but it the damage was still rather paltry. I'm guessing you have to go all in on boating LRM's for them to be effective?
Kind of. LRMs are basically just kind of a crapshoot.
I switched the 3F out to a 2xERPPC 4xSRM6A loadout, and my damage went up. Nothing impressive, but workable. Caught a suprising amount of people in the face with the missile shotgun.
This is the build I've been using since shortly before the patch, doing well before and even better in the world of anti-boating and buffed SRMs:
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
LRMs are a complete crapshoot.
+3
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
Here's an idea.
Make the PPC minimum range, force zero damage again. Within 90m, zero damage.
Make the PPCs switchable from "Field Inhibitor On", to "Field Inhibitor Off". Turning the FI off, will screw with your electronics when you shoot it, but will make the minimum range 0m. Screwing with your electronics forces things like your sensors to screw up (mini map, targeting, seismic) but also does things like not allow you to open missile doors (not shoot missiles), temporarily shuts off ECM, but also disables Gauss since it relies on it's own magnetic (electrical) fields to operate. Cooldowns for other weapons pause during this time.
Say the electrical field feedback lasts .5 seconds. Fire two PPCs with the Inhibitor Off, and it's 1 second.
Do ERPPCs have Field Inhibitors? How can they have an effective minimum range while having one?
Yeah, I'm fine with PPC's doing zero damage within minimum range, but 90M can be fairly easy to maintain. The minimum range might need to be extended a bit given the nature of the video game.
ERPPC's stil bypass this, however. Maybe we shouldn't even have ERPPC's?
A big problem with the game is that they stick with TT numbers, even though it results in wildly different outcomes in a real-time game where you can actually aim your shots. I wish they were more willing to just ignore the grognards and tinker, while I like TT there is no way a FPS'ish game can replicate it exactly. I'd be fine with just "heavily inspired by" for this game.
Cap, I don't think your idea is bad, but it's a bit complicated. While I wouldn't mind for the game to have a lot of sim-aspects, I think they are going for more of an arcade feel. That's why I think the recent patch was good but overly complicated, they are trying to essentially enforce weapon restrictions, but they are doing so in a manner that is hard for the average person to fully understand.
That's why I think the recent patch was good but overly complicated, they are trying to essentially enforce weapon restrictions, but they are doing so in a manner that is hard for the average person to fully understand.
All they need to do is add like 1-2 more lines to each weapon's stats in the 'mech lab as part of UI 2.0 so it's clear how many you can fire at once and what the penalty factor is if you go over. It's a drop in the bucket compared to all the other new concepts the uninitiated need to learn when starting out. Problem is, right now the game doesn't really explain ANY of them. If the game had decent tutorials and documentation at all this stuff wouldn't be hard to communicate.
I honestly think some of the ideas suggested to combat boating which are supposedly simpler than what we got, like having hardpoints of different sizes, will be more complicated for newbies to learn and keep track of.
Capsaicin's idea on PPC's, while clever, is rather complicated for rookies, and also sounds like a fairly gargantuan effort for PGI to code.
I will say that having light and heavy hardpoints sounds pretty neat. It would give the mechs a *lot* more diversity between variants if the heavy ports were positioned differently around the mechs.
I can see the heavy, medium, and light hard point restrictions if we ever get omni-mechs. Limiting what they can have but right now I am with Altmann the hard points are fine.
+1
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
The overcomplicated aspect is part of the design. It's a powerful weapon and should require some skill and thought to use.
Not just: Point, Click, and Derp.
The hope is to take away some of it's effectiveness but also make it have a difficult learning curve so rookies and derps will just use lasers or the higher heat, easier to use ER version instead.
The overcomplicated aspect is part of the design. It's a powerful weapon and should require some skill and thought to use.
Not just: Point, Click, and Derp.
The mechanisms to accomplish that already exist in the game without adding a lot of other fiddly stuff.
The hope is to take away some of it's effectiveness but also make it have a difficult learning curve so rookies and derps will just use lasers or the higher heat, easier to use ER version instead.
So your intent is to purposefully penalize new players for their ignorance and funnel them into handicapping themselves by using worse weapons?
The way things are now without tutorials and documentation a thought process like this will just create a permanent underclass of lower-skilled players using inferior equipment. It's bad enough that the default settings put "lock arms to torso" on, because I guarantee a huge percentage of new players will never realize there's another option.
Anything still wrong with PPC's can be fixed by making adjustments to the factors already present in the game mechanics: heat, etc. Trying to balance it by adding a bunch of complicated additional quirks and systems is wasted effort for PGI and unfriendly to the players. When you're working on balance, it's best to make small, simple adjustments in isolation. PGI's problem throughout the game's history has been to either dig in their heels and wait far too long to make any changes at all or make many big changes at all once (or make changes only to have them completely fail or backfire in their intent due to unintended consequences and coding/engine issues...which is why the thought of PGI trying to implement something as fiddly as what was described terrifies me).
Yeah, I'm fine with PPC's doing zero damage within minimum range, but 90M can be fairly easy to maintain. The minimum range might need to be extended a bit given the nature of the video game.
ERPPC's stil bypass this, however. Maybe we shouldn't even have ERPPC's?
A big problem with the game is that they stick with TT numbers, even though it results in wildly different outcomes in a real-time game where you can actually aim your shots. I wish they were more willing to just ignore the grognards and tinker, while I like TT there is no way a FPS'ish game can replicate it exactly. I'd be fine with just "heavily inspired by" for this game.
Cap, I don't think your idea is bad, but it's a bit complicated. While I wouldn't mind for the game to have a lot of sim-aspects, I think they are going for more of an arcade feel. That's why I think the recent patch was good but overly complicated, they are trying to essentially enforce weapon restrictions, but they are doing so in a manner that is hard for the average person to fully understand.
When both normal and ER PPCs have decent heat values then they're finally going to be in a decent place. That being a long range support weapons which need to have time to cool down between shots. At this point if people want to boat them to make sniper builds then they can go ahead. Just get into brawling range of them and their low DPS (due to too much heat build up) will get them killed by mechs better equipped for that type of battle.
PGI are very concious of swinging the nerfbat around too hard. So I can see why they didn't want to mess with the actual heat values of weapons when bringing in the Max Alpha stuff. But it still irritates me that something which is far and away obviously the best weapon in the game is still getting overlooked. I just hope that the data they gather over the next fortnight shows rampant PPC and Gauss use in 8v8s and higher level pug play.
That would be awesome if the joystick was lefthanded and you could use a mouse on the other hand. Seriously, who aims with a joystick? It's just such a disadvantage over using a mouse. I love my Joystick-and-Mouse config, but I could never use only a joystick, I'm sure.
That would be awesome if the joystick was lefthanded and you could use a mouse on the other hand. Seriously, who aims with a joystick? It's just such a disadvantage over using a mouse. I love my Joystick-and-Mouse config, but I could never use only a joystick, I'm sure.
Too bad nothing ever came of it, eh?
Can you outline your joystick + mouse setup? Are you using a joystick or a throttle (or a combo)?
When both normal and ER PPCs have decent heat values then they're finally going to be in a decent place. That being a long range support weapons which need to have time to cool down between shots. At this point if people want to boat them to make sniper builds then they can go ahead. Just get into brawling range of them and their low DPS (due to too much heat build up) will get them killed by mechs better equipped for that type of battle.
Hmm you might be right about that. ERPPC only produces 11 heat in the game, but isn't it like 15 in TT?
When both normal and ER PPCs have decent heat values then they're finally going to be in a decent place. That being a long range support weapons which need to have time to cool down between shots. At this point if people want to boat them to make sniper builds then they can go ahead. Just get into brawling range of them and their low DPS (due to too much heat build up) will get them killed by mechs better equipped for that type of battle.
Hmm you might be right about that. ERPPC only produces 11 heat in the game, but isn't it like 15 in TT?
Yes.
+1
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Yeah it's not going anywhere. I can still get 2 alphas before I overheat (the third would put me over). However in brawls I have to switch to stagger fire so it's a nice mix of alphas and stagger fire instead of just alphas over and over.
But yeah the heat is totally manageable so I wouldn't expect to much of a drop in Jagerbombs. (Although the ones we came across we steamrolled easily)
You can switch to chain-fire... unless you've elited your mech. In which case, chain-fire is 0.48s and you get the heat penalty regardless.
Otherwise, I agree. People charge you now, when you're a jagerbomb. They're like 'COME KILL ME!' and you're like 'BOOM..... BOOM............BOOM.....BOOM.... ok'
I don't like chain firing weapons in general. I just have them set on different weapon groups and take care of it myself
It actually feel a lot more fun, although i'm still crap at killing lights.
You can put them on Chainfire and just click the button manually to add some delay instead of holding it down...
I love this patch. I love it so much. The only PPC boats I saw last night got shredded by my team (I won most of my games, and with pugs! truly a glorious night). Half the time a mech running PPCs or heavy beam, when I saw it, had already cooked its internals somewhat.
They have already mentioned that they are considering raising the heat of PPCs, but if they do so they'll lower the additional heat generated by boating them.
I would imagine we won't see any movement on that however until at LEAST after the next patch when they switch ERPPC and PPC to be considered the same for boating purposes.
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+2
ApogeeLancks In Every Game EverRegistered Userregular
When both normal and ER PPCs have decent heat values then they're finally going to be in a decent place. That being a long range support weapons which need to have time to cool down between shots. At this point if people want to boat them to make sniper builds then they can go ahead. Just get into brawling range of them and their low DPS (due to too much heat build up) will get them killed by mechs better equipped for that type of battle.
Hmm you might be right about that. ERPPC only produces 11 heat in the game, but isn't it like 15 in TT?
Yes.
Yeah, standard PPCs are 10 heat in TT... if they were 8, no one would take anything else.
0
kaliyamaLeft to find less-moderated foraRegistered Userregular
Make the PPC minimum range, force zero damage again. Within 90m, zero damage.
Make the PPCs switchable from "Field Inhibitor On", to "Field Inhibitor Off". Turning the FI off, will screw with your electronics when you shoot it, but will make the minimum range 0m. Screwing with your electronics forces things like your sensors to screw up (mini map, targeting, seismic) but also does things like not allow you to open missile doors (not shoot missiles), temporarily shuts off ECM, but also disables Gauss since it relies on it's own magnetic (electrical) fields to operate. Cooldowns for other weapons pause during this time.
Say the electrical field feedback lasts .5 seconds. Fire two PPCs with the Inhibitor Off, and it's 1 second.
Do ERPPCs have Field Inhibitors? How can they have an effective minimum range while having one?
ERPPCs do not have minimum range. The old Maximum Tech for field inhibitors provided that if you turned off a PPC's field inhibitors it would explode like a gauss rifle if it was destroyed. I think the better fix would be to just give ERPPCs a minimum range. ERPPCs are supposed to be just better, more advanced technology, so that is why they did away with the minimum range on them.
Still, I'd like to give PPC boaters the finger like in closed beta by getting in their face.
"yep, you shot the hell out of me as I closed on you. Now I'm going to show you why you equip close combat weapons as I wreck your shit"
Im swooning over the Victor. So versatile. Excellent speed if you want it, big dakka is an option, missiles - sure, lasers - check. Its got it all on a heavily armored jumpjetting platform!
What's the best way to take out all these new Victors I'm seeing? Are they running XLs?
Pretty sure most are.
My problem with the Victors is that they are all too similar. Only minor differences in how many JJs, one can't take the AC/20, one has more lasers, one has more ballistics, etc...
I like to play chassis that can be run in 3 different distinct ways that not all variants can run.
For this reason alone, I'm considering the Awesome as my 80T assault over the Victor.
Capsaicin on
0
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
What's the best way to take out all these new Victors I'm seeing? Are they running XLs?
Hit the arms. When you're fighting one, the arm on the left is going to have the ballistic weapon(s), and the one on the right can have missiles or energy weapons.
The one on the left is your best bet, though, because that's where the low-heat weapon is going to be. Strip that off and it seems like most of the Victor out there are going to be stuck with only high-heat PPCs to fight with.
What's the best way to take out all these new Victors I'm seeing? Are they running XLs?
Hit the arms. When you're fighting one, the arm on the left is going to have the ballistic weapon(s), and the one on the right can have missiles or energy weapons.
This is confusingly phrased, but I assume you mean "on your left" as the VTR is facing you, etc.
Posts
OpposingFarce (I think?) was running that build a bit when I was playing with him last night. Made mincemeat out of a bunch of mechs in the cave on Frozen City.
http://steamcommunity.com/id/pablocampy
These are the same people that would laugh and gloat and yell 'ADAPT OR DIIIIIE' when people complained about the pinpoint hex-PPC builds they were using. IT CUTS BOTH WAYS, PEOPLE.
Oh, and I got someone else to lose their cool and start swearing at me incoherently in all-chat after I beat them in my Jenner, again.
This time, it was a Spider. We were both legged. I killed him just as his team's resource score hit 748 while ours was at 700...
"fuck u skinny ass leg lucker jenner"
"fucking lucker"
"that was our game you cheesed it"
"(gradually more incoherent and typo-ridden)"
It bears mentioning that when I happened upon him, he was mint, and I had an orange internal leg and a yellow internal leg. And he legged me first. He then stayed still in front of me and TOOK MY LASERS while I used jumpjets to... make his miss. A lot. It was HILARIOUS.
3DS FCode: 1993-7512-8991
Finally basic'd my SDR-V, says something that games were still fun running that shitbag. The secret to leveling is to solo-que, you get to generally fight worse players so you have half a shot at scoring some cheap kills. Onward to the K, ran one match with it last night, hilarious concept, questionable performance.
ran that build in a couple games yesterday with pablo. Pretty much walked through 3 victors who thought they'd be sneaky and come through the tunnel. However, any stand-off or running engagement got a bit tricky.
Also I FINALLY bought my D-DC! Barely scraped together the 10.5 mil C-Bills and basically ran it stock but I swapped out the LRM for more SRM6s (single heat sinks and stock ammo locations - oops). First game out, I nearly broke 800 damage!
I now understand the power of the Reaper.
I'm really liking the new SRM damage, it feels like a robo-shotgun (yes, I know there is already a robo shotgun). I think damage-wise, SRM's are in a good place. I hope they don't lower their damage back whenever they fix this "hit detection issue."
Also, I tried a couple of different builds on a Stalker 3F...
First I set it up with 2xLRMA15, 4xML, 2xSRM6A, but aside from one match I never really broke much damage with it. The LRMs mainly, even if I launch my whole payload, doesn't seem to account for much damage; I even tried using TAG with it, that helped a bit but it the damage was still rather paltry. I'm guessing you have to go all in on boating LRM's for them to be effective?
I switched the 3F out to a 2xERPPC 4xSRM6A loadout, and my damage went up. Nothing impressive, but workable. Caught a suprising amount of people in the face with the missile shotgun.
I also played my Highlander some. With the current meta I felt like a god-king of assaults, mainly because I could still boat 2xERPPC and 1xGauss with 3xSRM6 as backup. This thing put out a lot of damage, especially since my matches with it became brawls where I was able to slam people left and right.
It makes me wonder if 2xPPC + 1xGauss boating should really be a thing, though. They seem to be wanting to limit the big gun boating to two, but that combo sort of circumvents it. I'd almost say they should just throw in the Gauss with the PPC's for when it comes to heat penalty restrictions, even though they are totally different guns. I guess it's just something people will have to monitor, to see what the long-term effects are of the recent patch.
I do kind of wonder if this whole heat patch is a complicated way to solve a problem that could be better tackled by hardpoint restrictions. Their general idea seems to be restricting large numbers of single weapons by means of heat, but I wonder if it would have been simpler to just further define hardpoints by size.
For example, you might have a "Medium Energy Hardpoint" which could mount lasers or pulse lasers up to a Medium size, while "Large Energy Hardpoints" would be required for large lasers. PPC's would be their own hardpoint, and ballistic hardpoints could be broken into what amounts to AC10 or less, and heavier points which can fit an AC20 or Gauss. This would restrict boating, but still give some flexibility to builds, and might make variants a bit better. While I like the recent patch, it just feels kludzy.
Also, the rage on the official forums is hilarious...
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
Kind of. LRMs are basically just kind of a crapshoot.
This is the build I've been using since shortly before the patch, doing well before and even better in the world of anti-boating and buffed SRMs:
Kaiju [STK-3F]: 4xMLAS, 4xSRM4, 2xPPC, AMS, 300STD, DHS, Artemis, Endo
3xSRM6 w/Artemis might be better than the 4xSRM4 w/ Artemis but I like the symmetry.
Got better when I switched to 4x SRM6 and 2 mediums.
Steam ID: Obos Vent: Obos
Make the PPC minimum range, force zero damage again. Within 90m, zero damage.
Make the PPCs switchable from "Field Inhibitor On", to "Field Inhibitor Off". Turning the FI off, will screw with your electronics when you shoot it, but will make the minimum range 0m. Screwing with your electronics forces things like your sensors to screw up (mini map, targeting, seismic) but also does things like not allow you to open missile doors (not shoot missiles), temporarily shuts off ECM, but also disables Gauss since it relies on it's own magnetic (electrical) fields to operate. Cooldowns for other weapons pause during this time.
Say the electrical field feedback lasts .5 seconds. Fire two PPCs with the Inhibitor Off, and it's 1 second.
Do ERPPCs have Field Inhibitors? How can they have an effective minimum range while having one?
ERPPC's stil bypass this, however. Maybe we shouldn't even have ERPPC's?
A big problem with the game is that they stick with TT numbers, even though it results in wildly different outcomes in a real-time game where you can actually aim your shots. I wish they were more willing to just ignore the grognards and tinker, while I like TT there is no way a FPS'ish game can replicate it exactly. I'd be fine with just "heavily inspired by" for this game.
Cap, I don't think your idea is bad, but it's a bit complicated. While I wouldn't mind for the game to have a lot of sim-aspects, I think they are going for more of an arcade feel. That's why I think the recent patch was good but overly complicated, they are trying to essentially enforce weapon restrictions, but they are doing so in a manner that is hard for the average person to fully understand.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
All they need to do is add like 1-2 more lines to each weapon's stats in the 'mech lab as part of UI 2.0 so it's clear how many you can fire at once and what the penalty factor is if you go over. It's a drop in the bucket compared to all the other new concepts the uninitiated need to learn when starting out. Problem is, right now the game doesn't really explain ANY of them. If the game had decent tutorials and documentation at all this stuff wouldn't be hard to communicate.
I honestly think some of the ideas suggested to combat boating which are supposedly simpler than what we got, like having hardpoints of different sizes, will be more complicated for newbies to learn and keep track of.
Capsaicin's idea on PPC's, while clever, is rather complicated for rookies, and also sounds like a fairly gargantuan effort for PGI to code.
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"Oh what a day, what a LOVELY DAY!"
Not just: Point, Click, and Derp.
The hope is to take away some of it's effectiveness but also make it have a difficult learning curve so rookies and derps will just use lasers or the higher heat, easier to use ER version instead.
the fact that all 3 cannons show on the arm is drool worthy.
first match. runs kinda hot. prevented me from getting 2 more kills.
Make the left arm like the right and call that SOB the P-51 Mustang!
The mechanisms to accomplish that already exist in the game without adding a lot of other fiddly stuff.
So your intent is to purposefully penalize new players for their ignorance and funnel them into handicapping themselves by using worse weapons?
The way things are now without tutorials and documentation a thought process like this will just create a permanent underclass of lower-skilled players using inferior equipment. It's bad enough that the default settings put "lock arms to torso" on, because I guarantee a huge percentage of new players will never realize there's another option.
Anything still wrong with PPC's can be fixed by making adjustments to the factors already present in the game mechanics: heat, etc. Trying to balance it by adding a bunch of complicated additional quirks and systems is wasted effort for PGI and unfriendly to the players. When you're working on balance, it's best to make small, simple adjustments in isolation. PGI's problem throughout the game's history has been to either dig in their heels and wait far too long to make any changes at all or make many big changes at all once (or make changes only to have them completely fail or backfire in their intent due to unintended consequences and coding/engine issues...which is why the thought of PGI trying to implement something as fiddly as what was described terrifies me).
When both normal and ER PPCs have decent heat values then they're finally going to be in a decent place. That being a long range support weapons which need to have time to cool down between shots. At this point if people want to boat them to make sniper builds then they can go ahead. Just get into brawling range of them and their low DPS (due to too much heat build up) will get them killed by mechs better equipped for that type of battle.
PGI are very concious of swinging the nerfbat around too hard. So I can see why they didn't want to mess with the actual heat values of weapons when bringing in the Max Alpha stuff. But it still irritates me that something which is far and away obviously the best weapon in the game is still getting overlooked. I just hope that the data they gather over the next fortnight shows rampant PPC and Gauss use in 8v8s and higher level pug play.
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2 HPs with 4 tubes each.
Cool, thanks. Is there any way we can get this information into the mechlab?
This lunacy inspired build!
AWS-9M : 5x MLas, 1x ERPPC, AMS (1t), STD375, 15 DHS, ES, FF (armor reduced in legs and missile arm)
EDIT:
AWS-9M : 3x MLas, 2x LPLAs, 1x ERPPC, AMS (1t), 375XL, 19 DHS, ES (armor reduced in legs and missile arm)
That would be awesome if the joystick was lefthanded and you could use a mouse on the other hand. Seriously, who aims with a joystick? It's just such a disadvantage over using a mouse. I love my Joystick-and-Mouse config, but I could never use only a joystick, I'm sure.
Too bad nothing ever came of it, eh?
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Can you outline your joystick + mouse setup? Are you using a joystick or a throttle (or a combo)?
Hmm you might be right about that. ERPPC only produces 11 heat in the game, but isn't it like 15 in TT?
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Yes.
You can put them on Chainfire and just click the button manually to add some delay instead of holding it down...
I love this patch. I love it so much. The only PPC boats I saw last night got shredded by my team (I won most of my games, and with pugs! truly a glorious night). Half the time a mech running PPCs or heavy beam, when I saw it, had already cooked its internals somewhat.
A+ patch quality stuff
I would imagine we won't see any movement on that however until at LEAST after the next patch when they switch ERPPC and PPC to be considered the same for boating purposes.
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Yeah, standard PPCs are 10 heat in TT... if they were 8, no one would take anything else.
ERPPCs do not have minimum range. The old Maximum Tech for field inhibitors provided that if you turned off a PPC's field inhibitors it would explode like a gauss rifle if it was destroyed. I think the better fix would be to just give ERPPCs a minimum range. ERPPCs are supposed to be just better, more advanced technology, so that is why they did away with the minimum range on them.
"yep, you shot the hell out of me as I closed on you. Now I'm going to show you why you equip close combat weapons as I wreck your shit"
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Pretty sure most are.
My problem with the Victors is that they are all too similar. Only minor differences in how many JJs, one can't take the AC/20, one has more lasers, one has more ballistics, etc...
I like to play chassis that can be run in 3 different distinct ways that not all variants can run.
For this reason alone, I'm considering the Awesome as my 80T assault over the Victor.
Hit the arms. When you're fighting one, the arm on the left is going to have the ballistic weapon(s), and the one on the right can have missiles or energy weapons.
The one on the left is your best bet, though, because that's where the low-heat weapon is going to be. Strip that off and it seems like most of the Victor out there are going to be stuck with only high-heat PPCs to fight with.
This is confusingly phrased, but I assume you mean "on your left" as the VTR is facing you, etc.
I like the Victor because they are so similar, but different enough for my tastes.