Chaining 4 AC/2s sounds cool, but I'd rather all 4 land on the same spot.
The effect of having your mech smacked around none stop should not be underestimated.
Plus dakka.
This. The psychological effect of having your cockpit constantly shaking and lighting up with damage indicators shouldn't be downplayed. There are very few "debuffs" in this game, so don't overlook the ones we've got.
Also, if you're running it right, you should be able to macro the quad AC/2's OR fire them simultaneously.
At least according to the almighty Merriam-Webster Dictionary.
It occurs in two constructions: as a plural noun (like earnings), taking a plural verb and plural modifiers (as these, many, a few) but not cardinal numbers, and serving as a referent for plural pronouns (as they, them); and as an abstract mass noun (like information), taking a singular verb and singular modifiers (as this, much, little), and being referred to by a singular pronoun (it). Both constructions are standard.
emphasis mine.
Also, yeah. Now that their weapons guy (whose name escapes me for the moment) is back, I forsee good things on the horizon.
Also also I'm going to actually have to build a sprinturion now that SRMs aren't cotton balls.
Good to know! Though I prefer the construction wherein I can roll my eyes (possible head-tilt) and say, "Did you mean those data?"
Chaining 4 AC/2s sounds cool, but I'd rather all 4 land on the same spot.
The effect of having your mech smacked around none stop should not be underestimated.
Plus dakka.
Ac2s make mechs rock and roll. Everyone backs up and trys to get away from ac2s.
I have my quad jager with the 4 ac2s set in 2 pairs, left arm right arm on 2 buttons. Just staggering those makes people run for cover.
I'm hoping my AC/2 + UAC/5 CTF-4X will make a comeback if this patch shifts things away from alphas. Having to stand and facetank just wasn't viable the last couple weeks.
Chaining 4 AC/2s sounds cool, but I'd rather all 4 land on the same spot.
The effect of having your mech smacked around none stop should not be underestimated.
Plus dakka.
Ac2s make mechs rock and roll. Everyone backs up and trys to get away from ac2s.
I have my quad jager with the 4 ac2s set in 2 pairs, left arm right arm on 2 buttons. Just staggering those makes people run for cover.
I'm hoping my AC/2 + UAC/5 CTF-4X will make a comeback if this patch shifts things away from alphas. Having to stand and facetank just wasn't viable the last couple weeks.
Why would you mix your dakka like that? That seems to be an odd choice.
Chaining 4 AC/2s sounds cool, but I'd rather all 4 land on the same spot.
The effect of having your mech smacked around none stop should not be underestimated.
Plus dakka.
Ac2s make mechs rock and roll. Everyone backs up and trys to get away from ac2s.
I have my quad jager with the 4 ac2s set in 2 pairs, left arm right arm on 2 buttons. Just staggering those makes people run for cover.
I'm hoping my AC/2 + UAC/5 CTF-4X will make a comeback if this patch shifts things away from alphas. Having to stand and facetank just wasn't viable the last couple weeks.
I still love my 4X to death with quad AC5s. I hadnt ran it in a while until a couple nights ago. That effective AC20 at 600+ meters every 1.5 seconds makes people move. I had a couple atlas try to close witb me over open water on forest colony... It didnt end well for them. They cant return enough fire unless they keep looking at me, and that gets them cored.
I just wish i had 5 more tons for more ammo. Im ok with the 64 kph speed.
Chaining 4 AC/2s sounds cool, but I'd rather all 4 land on the same spot.
The effect of having your mech smacked around none stop should not be underestimated.
Plus dakka.
Ac2s make mechs rock and roll. Everyone backs up and trys to get away from ac2s.
I have my quad jager with the 4 ac2s set in 2 pairs, left arm right arm on 2 buttons. Just staggering those makes people run for cover.
I'm hoping my AC/2 + UAC/5 CTF-4X will make a comeback if this patch shifts things away from alphas. Having to stand and facetank just wasn't viable the last couple weeks.
Why would you mix your dakka like that? That seems to be an odd choice.
Fire the AC2s twice, fire UAC5, fire AC2s twice, fire UAC5.... Etc. It makes a good rhythm.
@Kusmeroglu You know what would be a nice feature to have in the mechlab. Just a big sheet with all the weapon values on for forgetful folk like me to look up. Seeing as we're damn good at updating to the latest mechs and values it'd be a really nice (and hopefully easy? I never web code...) addition.
Kusmeroglu You know what would be a nice feature to have in the mechlab. Just a big sheet with all the weapon values on for forgetful folk like me to look up. Seeing as we're damn good at updating to the latest mechs and values it'd be a really nice (and hopefully easy? I never web code...) addition.
Kusmeroglu You know what would be a nice feature to have in the mechlab. Just a big sheet with all the weapon values on for forgetful folk like me to look up. Seeing as we're damn good at updating to the latest mechs and values it'd be a really nice (and hopefully easy? I never web code...) addition.
Kusmeroglu You know what would be a nice feature to have in the mechlab. Just a big sheet with all the weapon values on for forgetful folk like me to look up. Seeing as we're damn good at updating to the latest mechs and values it'd be a really nice (and hopefully easy? I never web code...) addition.
Chaining 4 AC/2s sounds cool, but I'd rather all 4 land on the same spot.
The effect of having your mech smacked around none stop should not be underestimated.
Plus dakka.
Ac2s make mechs rock and roll. Everyone backs up and trys to get away from ac2s.
I have my quad jager with the 4 ac2s set in 2 pairs, left arm right arm on 2 buttons. Just staggering those makes people run for cover.
I'm hoping my AC/2 + UAC/5 CTF-4X will make a comeback if this patch shifts things away from alphas. Having to stand and facetank just wasn't viable the last couple weeks.
Why would you mix your dakka like that? That seems to be an odd choice.
Quad AC/2s were always too hot and too dependent on damage-over-time for me. The UAC/5s give you some alpha punch, and the two firing cycles line up pretty well with practice (it was actually easier to time the shots pre-HSR, though).
Slightly better DPS too, if you can keep the rhythm going. Insane DPS, with luck, if you hold down the triggers.
But seriously you guys don't really think they're just going to delete it from the game, so you?
Not delete but replace it with something else.
You can't really replace it now due to the way GXP works in the game I don't think.
If they replace it then they have to refund the GXP spent on it to everyone who bought it in case they don't want the replacement. But if they used MC to convert MXP to GXP then they have to refund MC as well. But there would be no way to tell if an MXP conversion done was specifically used for the Seismic purchase. So they'd probably have to over-refund MC just to cover all cases. Essentially they would be giving money back. Not something companies like to do.
Why would they have to refund MC? Those are two different unrelated
acts. Refunding GXP, I agree they should do. Refunding conversion MC though? Why the hell should they?
It's currently a real pain moving my grinder off and on the - key on my numberpad whenever I want to turn tag off/on. Also it resets every time I say anything in chat, meaning I have to lift it up and down again.
Speaking of which, does anyone have any tips on decent macro software? I'd like to rid myself of this aforementioned problem also dakka up my dakka.
I was under the impression that macros were borderline not allowed...
But if you're looking for moar dakka on quad AC4s, then there's something I've been meaning to try:
- Bind all 4 guns to group 4 chainfire off
- set LMB to fire group 4
- Bind one gun each to groups 1,2,3
- When fighting, roll your fingers across 123 then hold the LMB
This should fire any gun as soon as it is ready to fire, and should end up staggering them.
You can get the same effect easier with just 3 weapon groups. Assuming 4 AC/2s, numbered 1 through 4 in order of when they'll fire, bind them like this:
1 - all 4 group fire
2 - 1 and 3 chain fire
3 - 2
Roll your fingers over the buttons such that you hit first group 2 (hold it down), then quickly 3, then hold down 1. This will lead to awesome dakka! Because gun 2 (group 3) will fire in between the two chain fired guns from group 2, bypassing the chain fire delay, and then by holding down group 1, you fire them all as soon as they cycle.
I haven't tried it yet, but having two chain firing groups of two ACs each could also work, I guess?
Kusmeroglu You know what would be a nice feature to have in the mechlab. Just a big sheet with all the weapon values on for forgetful folk like me to look up. Seeing as we're damn good at updating to the latest mechs and values it'd be a really nice (and hopefully easy? I never web code...) addition.
What sort of weapon values? You just mean a master list with stats?
Aye, that'd be perfect.
The MWO wiki has a page of weapon stats. But I am never 100% sure it is accurate, especially after a patch that tweaked something.
Yeah, this is the exact reason our page would so great. I know I was looking at some pseudo-wiki MWO page somewhere with data that was months out of date or just plain missing.
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
So the other night, I decided I want at least 1 mech from every weight. This way, if weight limits every drop, we (I) have options on what to squeeze in to make the limits. I'll probably stick to one mech chassis to lower the costs/time of basic'ing/elite'ing/mastering mutliple. This is what I'm thinking:
20T - Locust (preordered)
25T - Commando
30T - Spider (owned)
35T - Jenner
40T - Cicada (owned)
45T - Blackjack (owned)
50T - Hunchback, Trebuchet (owned)
55T - Shadowhawk (preordered)
60T - Dragon (owned)
65T - Jagermech, Catapult (owned), Thunderbolt (preordered)
70T - ??? (I hope something comes out int his range that ISN'T a 'Phract.
75T - Orion (future patches)
80T - ??? Awesome or Victor not sure...
85T - Battlemaster (preordered)
90T - ??? (I hope something comes out int his range that ISN'T a Highlander.
95T - ??? nothing available in this weight class
100T - Atlas (owned)
But seriously you guys don't really think they're just going to delete it from the game, so you?
Not delete but replace it with something else.
You can't really replace it now due to the way GXP works in the game I don't think.
If they replace it then they have to refund the GXP spent on it to everyone who bought it in case they don't want the replacement. But if they used MC to convert MXP to GXP then they have to refund MC as well. But there would be no way to tell if an MXP conversion done was specifically used for the Seismic purchase. So they'd probably have to over-refund MC just to cover all cases. Essentially they would be giving money back. Not something companies like to do.
Why would they have to refund MC? Those are two different unrelated
acts. Refunding GXP, I agree they should do. Refunding conversion MC though? Why the hell should they?
It's currently a real pain moving my grinder off and on the - key on my numberpad whenever I want to turn tag off/on. Also it resets every time I say anything in chat, meaning I have to lift it up and down again.
Speaking of which, does anyone have any tips on decent macro software? I'd like to rid myself of this aforementioned problem also dakka up my dakka.
I was under the impression that macros were borderline not allowed...
But if you're looking for moar dakka on quad AC4s, then there's something I've been meaning to try:
- Bind all 4 guns to group 4 chainfire off
- set LMB to fire group 4
- Bind one gun each to groups 1,2,3
- When fighting, roll your fingers across 123 then hold the LMB
This should fire any gun as soon as it is ready to fire, and should end up staggering them.
You can get the same effect easier with just 3 weapon groups. Assuming 4 AC/2s, numbered 1 through 4 in order of when they'll fire, bind them like this:
1 - all 4 group fire
2 - 1 and 3 chain fire
3 - 2
Roll your fingers over the buttons such that you hit first group 2 (hold it down), then quickly 3, then hold down 1. This will lead to awesome dakka! Because gun 2 (group 3) will fire in between the two chain fired guns from group 2, bypassing the chain fire delay, and then by holding down group 1, you fire them all as soon as they cycle.
I haven't tried it yet, but having two chain firing groups of two ACs each could also work, I guess?
That could work too... but needs testing! Time to shoot robots tonight, I think.
Number 9. Performance Improvements! We’ve been hard at work optimizing the code so 12 v 12 won’t hurt your frames as much. #cantwaitfor12vs12
Number 8. The Victor is available for C-bills now! Those with mech bays and fat C-bill accounts are recommended to purchase this ‘Mech immediately. #greatmech
Number 7. Victor Customization – Now that you own a Victor, it’s time to customize your mech. I recommend Buccaneer! #lookinggood
Number 6. The Atlas Champion is on sale. Stacking XP boosts from a Champion ‘Mech and a Premium Account can get you all the XP you need to Elite this mech. #getthosemodules
Number 5. Jump jet crosshair shake frequency has been reduced. #nomotionsick
Number 4. Testing Ground Map Selection - Finally you can pick which map you're testing your mech in! #choices
Number 3. Streak SRM Targeting – This is pretty in depth so you may want to Read how it works in the patch notes #hitallthethings
Number 2. SRM Damage buff – I can figuratively hear you cheering! #brawlingahoy
And the Number 1 awesome thing in this patch.
Heat Scaling – I’m not going to spoil this but go you should read up how it works in the patch notes. #gamechanger
There you have it MechWarriors!
See you on the battlefield!
Matt Newman
Content
New 'Mechs
Victor VTR-9K
Tonnage: 80
Engine: 320
Top Speed: 64.8 kph
Max Engine Rating: 385
Torso Movement:
90 degrees to each side.
20 degrees up and down.
Arm Movement:
20 degrees to each side.
30 degrees up and down.
Armor: 400 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:
Left Arm: Medium Pulse Laser x2
Left Torso: SRM 4, CASE
Right Torso: CASE
Right Arm: Gauss Rifle
Hardpoints:
Left Arm: 3 Energy
Left Torso: 2 Missile
Right Torso: 1 AMS
Right Arm: 1 Ballistic
Heat Sinks: 15 Single
Jump Jets: 4 (6 Max)
ECM Capable?: No
Module Slots: 2
Victor VTR-9B
Tonnage: 80
Engine: 320
Top Speed: 64.8 kph
Max Engine Rating: 385
Torso Movement:
90 degrees to each side.
20 degrees up and down.
Arm Movement:
10 degrees to each side.
30 degrees up and down.
Armor: 368 (Standard)
Internal Structure: Standard
Weapons & Equipment:
Left Arm: Medium Laser x2
Left Torso: SRM 4
Right Arm: AC/20
Hardpoints:
Left Arm: 2 Energy
Left Torso: 2 Missile
Right Torso: 1 AMS
Right Arm: 3 Ballistic
Heat Sinks: 15 Single
Jump Jets: 4 (4 Max)
ECM Capable?: No
Module Slots: 2
Victor VTR-9S
Tonnage: 80
Engine: 320
Top Speed: 64.8 kph
Max Engine Rating: 385
Torso Movement:
90 degrees to each side.
20 degrees up and down.
Arm Movement:
10 degrees to each side.
30 degrees up and down.
Armor: 336 (Standard)
Internal Structure: Standard
Weapons & Equipment:
Left Arm: Medium Laser x2
Left Torso: SRM 6
Right Arm: AC/20
Hardpoints:
Left Arm: 2 Energy
Left Torso: 3 Missile
Right Torso: 1 AMS
Right Arm: 2 Ballistic
Heat Sinks: 15 Single
Jump Jets: 4 (4 Max)
ECM Capable?: No
Module Slots: 2
Top Speed: 52.6 kph
Max Engine Rating: 360
Torso Movement:
80 degrees to each side.
16 degrees up and down.
Arm Movement:
40 degrees to each side.
30 degrees up and down.
Armor: 608 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:
Left Arm: Medium Laser x2, AMS
Left Torso: LRM 15 w/ Artemis IV FCS x2
Right Torso: Gauss Rifle
Right Arm: Medium Laser x2
Hardpoints:
Left Arm: 2 Energy, 1 AMS
Left Torso: 2 Missile
Right Torso: 1 Ballistic
Right Arm: 2 Energy
Heat Sinks: 13 Double
Jump Jets: 0 (0 Max)
ECM Capable?: No
Module Slots: 2
10% XP Bonus
Gameplay
Heat Scale Addition
Heat scale has been added to certain weapon systems. This is a heat penalty applied to weapons that are fired in an Alpha Strike manner. The following chart shows the MAXIMUM number of that weapon type that you can fire at the same time with no heat penalty.
Weapon System
Max No-Heat Penalty Alpha
Scale Multiplier
PPC
2
7.0
ERPPC
2
4.5
ML
6
1.0
LL
2
2.8
AC/20
1
24.0
SRM2
4
1
SRM4
4
1
SRM6
3
1
LRM15
2
2.8
SSRM
4
1.0
Maximum Heat Threshold
You will now take internal damage at 100+% heat. Reduced from 120%
SRM Damage Buff
SRM damage increased from 1.5 to 2.0
(Note: This is for SRMs only, not SSRMs)
Streak Missile Changes
Streak missiles will now target limbs more directly instead of near the joints. There are now 7 distinct locations a streak can target, the locations have been placed in the arms, legs, and left/right/center torso. The current weighting for a mech with all it's components is as follows:
Component
%
Left Arm
15
Right Arm
15
Left Leg
15
Right Leg
15
Left Torso
12
Right Torso
12
Center Torso
16
TOTAL
100
As arms become destroyed, the weighting will be rebalanced proportionally. For example, if the right arm and or left arm of a target has been destroyed, the new weighting will be as follows:
Component
%
Component
%
Left Arm
18 |
(Left Arm)
0
(Right Arm)
0 |
(Right Arm)
0
Left Leg
18 |
Left Leg
24
Right Leg
18 |
Right Leg
24
Left Torso
13.8 |
Left Torso
15.6
Right Torso
13.8 |
Right Torso
15.6
Center Torso
18.4 |
Center Torso
20.8
TOTAL
100 |
TOTAL
100
Some other notes on the new streaks:
Legs that are destroyed will still be targeted by streaks.
If an arm is initially targeted but is destroyed before the streak connects, it will auto target the neighbouring torso piece instead.
Bug Fixes
Improved terrain flickering on all maps.
Fixed an issue where users who used a Saitek x52 joystick experienced dead zones.
Fixed an issue when chain firing AC 5 where the fourth shot would be delayed even though users should have been able to fire.
Artillery Strike and Airstrike will cause the camera to shake when 'Mech takes damage.
If a user is zooming, in thermal vision or night vision while power down in testing grounds, the camera will reset to default.
More optimization to bandwidth.
Fixed an issue where Streak missiles would appear to 'orbit' on client machines.
General
Now clicking on "Testing Grounds" in the mode select menu will bring up a dialog that allows users to select what level they wish to play.
Reduced cross-hair shake frequency while jump-jetting
Certain cockpit items will now animate when you power down/power up your 'Mech.
Catapult Founder has a new pattern, with this pattern comes the ability to color it as well.
We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team
I like that not only does each weapon have different amounts of threshhold for alphaing, but the penalty for doing so is different. It means that perhaps large laser boating is not dead, just balanced a little, and medium laser boating is not dead in anyway since it's just a 1.0 multiplier for more than 6 medium lasers in an alpha. I really like that.
The "Scale Multiplier" is pretty ambiguous at the moment. The fact that the word multiply is used there must mean something is getting multiplied right?
The "Scale Multiplier" is pretty ambiguous at the moment. The fact that the word multiply is used there must mean something is getting multiplied right?
Yeah, that wording is REAL vague. Either way, ain't no more Dual AC/20 builds that are viable. At least for alpha striking.
24 heat is certainly a lot, I don't think they are going to be gone though. What you'll probably see is a drop of the 2MLAS they typically carried, or you'll see them stagger fire (still deadly as sin). Most likely the Latter.
We shall see though!
Delphinidaes on
NNID: delphinidaes Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
24 heat is certainly a lot, I don't think they are going to be gone though. What you'll probably see is a drop of the 2MLAS they typically carried though.
We shall see though!
24 heat is going to be about half their capacity.
They are effectively dead.
Edit - Or you will just always chain fire them now.
24 heat is certainly a lot, I don't think they are going to be gone though. What you'll probably see is a drop of the 2MLAS they typically carried though.
We shall see though!
24 heat is going to be about half their capacity.
They are effectively dead.
I edited my post, but like I mentioned you'll probably see them stagger their fire instead. Stagger fire = no heat penalty. Either way though definitely a good nerf to the AC/20.
Delphinidaes on
NNID: delphinidaes Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
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CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
The "Scale Multiplier" is pretty ambiguous at the moment. The fact that the word multiply is used there must mean something is getting multiplied right?
Exactly!
The best I can think of is that it's added to each base heat fired beyond the max limit. Actually multiplying anything with that scale makes some ridiculously hot (AC/20) or has no effect (MLas). My best guess is that it's like this:
Posts
The effect of having your mech smacked around none stop should not be underestimated.
Plus dakka.
http://steamcommunity.com/id/pablocampy
Ac2s make mechs rock and roll. Everyone backs up and trys to get away from ac2s.
I have my quad jager with the 4 ac2s set in 2 pairs, left arm right arm on 2 buttons. Just staggering those makes people run for cover.
This. The psychological effect of having your cockpit constantly shaking and lighting up with damage indicators shouldn't be downplayed. There are very few "debuffs" in this game, so don't overlook the ones we've got.
Also, if you're running it right, you should be able to macro the quad AC/2's OR fire them simultaneously.
Yep. Fits this role great. Only thing that scares me at extreme range are snipers.
Sure, LRM80 stalker. You try keeping lock on me. I DARE YOU.
That's the setup I've got at the moment. Mouse 1 right, Mouse 2 left, Mouse 3 LAZORZ, Mouse 4 dakkalpha.
http://steamcommunity.com/id/pablocampy
Good to know! Though I prefer the construction wherein I can roll my eyes (possible head-tilt) and say, "Did you mean those data?"
I'm hoping my AC/2 + UAC/5 CTF-4X will make a comeback if this patch shifts things away from alphas. Having to stand and facetank just wasn't viable the last couple weeks.
Why would you mix your dakka like that? That seems to be an odd choice.
I still love my 4X to death with quad AC5s. I hadnt ran it in a while until a couple nights ago. That effective AC20 at 600+ meters every 1.5 seconds makes people move. I had a couple atlas try to close witb me over open water on forest colony... It didnt end well for them. They cant return enough fire unless they keep looking at me, and that gets them cored.
I just wish i had 5 more tons for more ammo. Im ok with the 64 kph speed.
Fire the AC2s twice, fire UAC5, fire AC2s twice, fire UAC5.... Etc. It makes a good rhythm.
http://steamcommunity.com/id/pablocampy
@Campy
What sort of weapon values? You just mean a master list with stats?
Aye, that'd be perfect.
http://steamcommunity.com/id/pablocampy
Slightly unstyled, but we're on it already!
The MWO wiki has a page of weapon stats. But I am never 100% sure it is accurate, especially after a patch that tweaked something.
Quad AC/2s were always too hot and too dependent on damage-over-time for me. The UAC/5s give you some alpha punch, and the two firing cycles line up pretty well with practice (it was actually easier to time the shots pre-HSR, though).
Slightly better DPS too, if you can keep the rhythm going. Insane DPS, with luck, if you hold down the triggers.
Why would they have to refund MC? Those are two different unrelated
acts. Refunding GXP, I agree they should do. Refunding conversion MC though? Why the hell should they?
You can get the same effect easier with just 3 weapon groups. Assuming 4 AC/2s, numbered 1 through 4 in order of when they'll fire, bind them like this:
1 - all 4 group fire
2 - 1 and 3 chain fire
3 - 2
Roll your fingers over the buttons such that you hit first group 2 (hold it down), then quickly 3, then hold down 1. This will lead to awesome dakka! Because gun 2 (group 3) will fire in between the two chain fired guns from group 2, bypassing the chain fire delay, and then by holding down group 1, you fire them all as soon as they cycle.
I haven't tried it yet, but having two chain firing groups of two ACs each could also work, I guess?
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
Yeah, this is the exact reason our page would so great. I know I was looking at some pseudo-wiki MWO page somewhere with data that was months out of date or just plain missing.
@Mvrck I like the cut of your jib sir!
http://steamcommunity.com/id/pablocampy
20T - Locust (preordered)
25T - Commando
30T - Spider (owned)
35T - Jenner
40T - Cicada (owned)
45T - Blackjack (owned)
50T - Hunchback, Trebuchet (owned)
55T - Shadowhawk (preordered)
60T - Dragon (owned)
65T - Jagermech, Catapult (owned), Thunderbolt (preordered)
70T - ??? (I hope something comes out int his range that ISN'T a 'Phract.
75T - Orion (future patches)
80T - ??? Awesome or Victor not sure...
85T - Battlemaster (preordered)
90T - ??? (I hope something comes out int his range that ISN'T a Highlander.
95T - ??? nothing available in this weight class
100T - Atlas (owned)
"Oh what a day, what a LOVELY DAY!"
That could work too... but needs testing! Time to shoot robots tonight, I think.
Servers are down, but no notes yet.
Top 10 Awesome things in this patch. #inmyopinion
Number 10. Visual bug Fixes – Bye Bye Flickering terrain! #thatisbetter
Number 9. Performance Improvements! We’ve been hard at work optimizing the code so 12 v 12 won’t hurt your frames as much. #cantwaitfor12vs12
Number 8. The Victor is available for C-bills now! Those with mech bays and fat C-bill accounts are recommended to purchase this ‘Mech immediately. #greatmech
Number 7. Victor Customization – Now that you own a Victor, it’s time to customize your mech. I recommend Buccaneer! #lookinggood
Number 6. The Atlas Champion is on sale. Stacking XP boosts from a Champion ‘Mech and a Premium Account can get you all the XP you need to Elite this mech. #getthosemodules
Number 5. Jump jet crosshair shake frequency has been reduced. #nomotionsick
Number 4. Testing Ground Map Selection - Finally you can pick which map you're testing your mech in! #choices
Number 3. Streak SRM Targeting – This is pretty in depth so you may want to Read how it works in the patch notes #hitallthethings
Number 2. SRM Damage buff – I can figuratively hear you cheering! #brawlingahoy
And the Number 1 awesome thing in this patch.
Heat Scaling – I’m not going to spoil this but go you should read up how it works in the patch notes. #gamechanger
There you have it MechWarriors!
See you on the battlefield!
Matt Newman
Content
New 'Mechs
Victor VTR-9K
Tonnage: 80
Engine: 320
Top Speed: 64.8 kph
Max Engine Rating: 385
Torso Movement:
90 degrees to each side.
20 degrees up and down.
Arm Movement:
20 degrees to each side.
30 degrees up and down.
Armor: 400 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:
Left Arm: Medium Pulse Laser x2
Left Torso: SRM 4, CASE
Right Torso: CASE
Right Arm: Gauss Rifle
Hardpoints:
Left Arm: 3 Energy
Left Torso: 2 Missile
Right Torso: 1 AMS
Right Arm: 1 Ballistic
Heat Sinks: 15 Single
Jump Jets: 4 (6 Max)
ECM Capable?: No
Module Slots: 2
Victor VTR-9B
Tonnage: 80
Engine: 320
Top Speed: 64.8 kph
Max Engine Rating: 385
Torso Movement:
90 degrees to each side.
20 degrees up and down.
Arm Movement:
10 degrees to each side.
30 degrees up and down.
Armor: 368 (Standard)
Internal Structure: Standard
Weapons & Equipment:
Left Arm: Medium Laser x2
Left Torso: SRM 4
Right Arm: AC/20
Hardpoints:
Left Arm: 2 Energy
Left Torso: 2 Missile
Right Torso: 1 AMS
Right Arm: 3 Ballistic
Heat Sinks: 15 Single
Jump Jets: 4 (4 Max)
ECM Capable?: No
Module Slots: 2
Victor VTR-9S
Tonnage: 80
Engine: 320
Top Speed: 64.8 kph
Max Engine Rating: 385
Torso Movement:
90 degrees to each side.
20 degrees up and down.
Arm Movement:
10 degrees to each side.
30 degrees up and down.
Armor: 336 (Standard)
Internal Structure: Standard
Weapons & Equipment:
Left Arm: Medium Laser x2
Left Torso: SRM 6
Right Arm: AC/20
Hardpoints:
Left Arm: 2 Energy
Left Torso: 3 Missile
Right Torso: 1 AMS
Right Arm: 2 Ballistic
Heat Sinks: 15 Single
Jump Jets: 4 (4 Max)
ECM Capable?: No
Module Slots: 2
New Champion Mech
Atlas AS7-RS©
Tonnage: 100
Engine: 325
Top Speed: 52.6 kph
Max Engine Rating: 360
Torso Movement:
80 degrees to each side.
16 degrees up and down.
Arm Movement:
40 degrees to each side.
30 degrees up and down.
Armor: 608 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:
Left Arm: Medium Laser x2, AMS
Left Torso: LRM 15 w/ Artemis IV FCS x2
Right Torso: Gauss Rifle
Right Arm: Medium Laser x2
Hardpoints:
Left Arm: 2 Energy, 1 AMS
Left Torso: 2 Missile
Right Torso: 1 Ballistic
Right Arm: 2 Energy
Heat Sinks: 13 Double
Jump Jets: 0 (0 Max)
ECM Capable?: No
Module Slots: 2
10% XP Bonus
Gameplay
Heat Scale Addition
Heat scale has been added to certain weapon systems. This is a heat penalty applied to weapons that are fired in an Alpha Strike manner. The following chart shows the MAXIMUM number of that weapon type that you can fire at the same time with no heat penalty.
Weapon System
Max No-Heat Penalty Alpha
Scale Multiplier
PPC
2
7.0
ERPPC
2
4.5
ML
6
1.0
LL
2
2.8
AC/20
1
24.0
SRM2
4
1
SRM4
4
1
SRM6
3
1
LRM15
2
2.8
SSRM
4
1.0
Maximum Heat Threshold
You will now take internal damage at 100+% heat. Reduced from 120%
SRM Damage Buff
SRM damage increased from 1.5 to 2.0
(Note: This is for SRMs only, not SSRMs)
Streak Missile Changes
Streak missiles will now target limbs more directly instead of near the joints. There are now 7 distinct locations a streak can target, the locations have been placed in the arms, legs, and left/right/center torso. The current weighting for a mech with all it's components is as follows:
Component
%
Left Arm
15
Right Arm
15
Left Leg
15
Right Leg
15
Left Torso
12
Right Torso
12
Center Torso
16
TOTAL
100
As arms become destroyed, the weighting will be rebalanced proportionally. For example, if the right arm and or left arm of a target has been destroyed, the new weighting will be as follows:
Component
%
Component
%
Left Arm
18 |
(Left Arm)
0
(Right Arm)
0 |
(Right Arm)
0
Left Leg
18 |
Left Leg
24
Right Leg
18 |
Right Leg
24
Left Torso
13.8 |
Left Torso
15.6
Right Torso
13.8 |
Right Torso
15.6
Center Torso
18.4 |
Center Torso
20.8
TOTAL
100 |
TOTAL
100
Some other notes on the new streaks:
Legs that are destroyed will still be targeted by streaks.
If an arm is initially targeted but is destroyed before the streak connects, it will auto target the neighbouring torso piece instead.
Bug Fixes
Improved terrain flickering on all maps.
Fixed an issue where users who used a Saitek x52 joystick experienced dead zones.
Fixed an issue when chain firing AC 5 where the fourth shot would be delayed even though users should have been able to fire.
Artillery Strike and Airstrike will cause the camera to shake when 'Mech takes damage.
If a user is zooming, in thermal vision or night vision while power down in testing grounds, the camera will reset to default.
More optimization to bandwidth.
Fixed an issue where Streak missiles would appear to 'orbit' on client machines.
General
Now clicking on "Testing Grounds" in the mode select menu will bring up a dialog that allows users to select what level they wish to play.
Reduced cross-hair shake frequency while jump-jetting
Certain cockpit items will now animate when you power down/power up your 'Mech.
Catapult Founder has a new pattern, with this pattern comes the ability to color it as well.
We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team
Some really good stuff in there.
Okay, how does the Maths on the extra heat work?
PPCs have a natural heat of 8.
Two PPCs have a heat of 16 (duh).
Three PPCs have a heat of 24 (pre patch).
Is that Scale Multiplier added to the total heat? So post patch triple PPCs would produce 31 heat (24+7)?
"Oh what a day, what a LOVELY DAY!"
Steam ID: Obos Vent: Obos
All hail our new Dual Gauss Jager Overlords!
Good! Dual Gauss = Dual Explosions!
Jager's little pod arms are pretty hard to target.
http://steamcommunity.com/id/pablocampy
Yeah, that wording is REAL vague. Either way, ain't no more Dual AC/20 builds that are viable. At least for alpha striking.
And that makes me giddy.
24 heat is certainly a lot, I don't think they are going to be gone though. What you'll probably see is a drop of the 2MLAS they typically carried, or you'll see them stagger fire (still deadly as sin). Most likely the Latter.
We shall see though!
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
24 heat is going to be about half their capacity.
They are effectively dead.
Edit - Or you will just always chain fire them now.
I edited my post, but like I mentioned you'll probably see them stagger their fire instead. Stagger fire = no heat penalty. Either way though definitely a good nerf to the AC/20.
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
Exactly!
The best I can think of is that it's added to each base heat fired beyond the max limit. Actually multiplying anything with that scale makes some ridiculously hot (AC/20) or has no effect (MLas). My best guess is that it's like this:
1 PPCs = 8 = 8
2 PPCs = 8 + 8 = 16
3 PPCs = 8 + 8 + (8 + 7) = 31
4 PPCs = 8 + 8 + (8 + 7) + (8 + 7) = 46
5 PPCs = 8 + 8 + (8 + 7) + (8 + 7) + (8 + 7)= 61
6 PPCs = 8 + 8 + (8 + 7) + (8 + 7) + (8 + 7) + (8 + 7) = 76
EDIT - I think this is how it works based on the evidence that the new heat scaling penalty was touted to be "exponential". Event this clearly isn't.