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[Mechwarrior Online] ABANDON THREAD - FUSION REACTOR CRITICAL

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Posts

  • NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    Uploading six more matches to the Oosikscoreboard. Had I the presence of mind, I'd have done that all night. Didn't hit me until the last hour or so. :/

    JXUBxMxP0QndjQUEnTwTxOkfKmx8kWNvuc-FUtbSz_23_DAhGKe7W9spFKLXAtkpTBqM8Dt6kQrv-rS69Hi3FheL3fays2xTeVUvWR7g5UyLHnFA0frGk1BC12GYdOSRn9lbaJB-uH0htiLPJMrc9cSRsIgk5Dx7jg9K8rJVfG43lkeAWxTgcolNscW9KO2UZjKT8GMbYAFgFvu2TaMoLH8LBA5p2pm6VNYRsQK3QGjCsze1TOv2yIbCazmDwCHmjiQxNDf6LHP35msyiXo3CxuWs9Y8DQvJjvj10kWaspRNlWHKjS5w9Y0KLuIkhQKOxgaDziG290v4zBmTi-i7OfDz-foqIqKzC9wTbn9i_uU87GRitmrNAJdzRRsaTW5VQu_XX_5gCN8XCoNyu5RWWVGTsjJuyezz1_NpFa903Uj2TnFqnL1wJ-RZiFAAd2Bdut-G1pdQtdQihsq2dx_BjtmtGC3KZRyylO1t2c12dhfb0rStq4v8pg46ciOcdtT_1qm85IgUmGd7AmgLxCFPb0xnxWZvr26G-oXSqrQdjKA1zNIInSowiHcbUO2O8S5LRJVR6vQiEg0fbGXw4vqJYEn917tnzHMh8r0xom8BLKMvoFDelk6wbEeNq8w8Eyu2ouGjEMIvvJcb2az2AKQ1uE_7gdatfKG2QdvfdSBRSc35MQ=w498-h80-no
  • GaslightGaslight Registered User regular
    edited September 2013
    kilnborn wrote: »
    DaMoonRulz wrote: »
    Syngyne wrote: »
    DaMoonRulz wrote: »
    You had a 110T weight advantage

    howsabout a 150+ ton disadvantage
    Victoly!
    6NAepMs.jpg

    The last minute or so of the match was watching a poor Stalker get picked apart by a lance and a half worth of light 'Mechs. It was like watching a cow fall into the Amazon and get eaten by piranhas.

    I would've been impressed by that until I tallied up this round:
    game23- MAX 580 6 L 3 M 2 M 1 A v 790 0 L 4 M 6 H 2 A -210
    

    Is that a win for the team with the 210 ton deficit?

    That is a max resource win on Conquest for the team with the 210 ton deficit, if I am reading it correctly. Note the winning team has six lights and the losers have zero. Once you notice this and the fact it's Conquest the outcome of the match is not surprising at all. The winning team undoubtedly spread out, grabbed caps early, their bigger 'mechs probably got slaughtered but it didn't matter because they only had to buy a little time for the lights who had built an insurmountable resource point lead and then could just run away.

    On Conquest dropping with a much heavier team than your opponents can be just as big a disadvantage as being seriously outweighed usually is, especially if it's a big map and/or one that's hard to traverse.

    Gaslight on
  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    edited September 2013
    Gaslight wrote: »
    kilnborn wrote: »
    DaMoonRulz wrote: »
    Syngyne wrote: »
    DaMoonRulz wrote: »
    You had a 110T weight advantage

    howsabout a 150+ ton disadvantage
    Victoly!
    6NAepMs.jpg

    The last minute or so of the match was watching a poor Stalker get picked apart by a lance and a half worth of light 'Mechs. It was like watching a cow fall into the Amazon and get eaten by piranhas.

    I would've been impressed by that until I tallied up this round:
    game23- MAX 580 6 L 3 M 2 M 1 A v 790 0 L 4 M 6 H 2 A -210
    

    Is that a win for the team with the 210 ton deficit?

    That is a max resource win on Conquest for the team with the 210 ton deficit, if I am reading it correctly. Note the winning team has six lights and the losers have zero. Once you notice this and the fact it's Conquest the outcome of the match is not surprising at all. The winning team undoubtedly spread out, grabbed caps early, their bigger 'mechs probably got slaughtered but it didn't matter because they only had to buy a little time for the lights who had built an insurmountable resource point lead and then could just run away.

    On Conquest dropping with a much heavier team than your opponents can be just as big a disadvantage as being seriously outweighed usually is, especially if it's a big map and/or one that's hard to traverse.
    1VMuHxS.jpg

    Need to stop for the night because I'm starting to have to do the math a few times. Thanks everyone for your contributions! This is what we have so far:
    SOLO
    game 1- DTH 770 3 L 0 M 7 H 2 A v 745 1 L 2 M 8 H 1 A +25
    game 2- DTH 845 2 L 3 M 1 H 6 A v 765 2 L 2 M 5 H 3 A +80
    game 3- DTH 815 1 L 2 M 5 H 4 A v 820 1 L 1 M 7 H 3 A -5
    game 4- DTH 765 1 L 3 M 6 H 2 A v 705 4 L 0 M 7 H 1 A +60
    game 5- DTH 790 2 L 2 M 5 H 3 A v 810 1 L 1 M 9 H 1 A -20
    game 6- DTH 805 2 L 0 M 8 H 2 A V 645 6 L 0 M 5 H 1 A +150
    GAME 7- DTH 730 3 L 2 M 4 H 3 A v 710 3 L 3 M 4 H 2 A +20
    GAME 8- CAP 770 3 L 0 M 7 H 2 A v 795 2 L 1 M 6 H 3 A -25
    game 9- DTH 780 1 L 4 M 2 H 5 A v 790 2 L 1 M 7 H 2 A -10
    game10- CAP 830 2 L 0 M 6 H 4 A v 805 0 L 3 M 6 H 3 A +25
    game11- CAP 720 1 L 4 M 5 H 2 A v 740 3 L 3 M 3 H 3 A -20
    game12- DTH 775 1 L 2 M 6 H 3 A v 830 2 L 1 M 4 H 5 A -55
    game13- DTH 740 2 L 4 M 4 H 2 A v 750 1 L 4 M 5 H 2 A -10
    game14- CAP 795 2 L 3 M 3 H 4 A v 700 1 L 3 M 5 H 2 A +95 12V11
    game15- DTH 720 4 L 1 M 5 H 2 A v 725 3 L 2 M 4 H 3 A -5
    game16- DTH 735 2 L 3 M 4 H 3 A v 565 6 L 3 M 3 H 0 A +170
    game17- DTH 810 1 L 2 M 6 H 3 A v 790 1 L 3 M 4 H 4 A +20
    game18- DTH 855 1 L 4 M 2 M 5 A v 835 0 L 4 M 5 H 3 A +20
    game19- DTH 835 1 L 2 M 5 M 4 A v 790 1 L 0 M 10H 1 A +45
    game20- DTH 805 2 L 2 M 3 M 5 A v 725 2 L 3 M 4 H 3 A +80
    game21- DTH 765 1 L 3 M 6 M 2 A v 720 3 L 1 M 6 H 2 A +45
    game22- DTH 895 1 L 1 M 5 M 5 A v 820 0 L 1 M 9 H 2 A +75
    game23- MAX 580 6 L 3 M 2 M 1 A v 790 0 L 4 M 6 H 2 A -210
    game24- DTH 725 3 L 1 M 6 M 2 A v 635 4 L 3 M 3 H 2 A +90
    game25- DTH 840 2 L 1 M 5 M 4 A v 810 2 L 2 M 3 H 5 A +30
    game26- MAX 765 3 L 0 M 6 M 3 A v 830 2 L 1 M 4 H 5 A -65
    game27- DTH 690 2 L 3 M 6 M 1 A v 740 3 L 2 M 4 H 3 A -50
    
    
    2-3 Oosiks
    game 1- DTH 710 4 L 2 M 4 H 2 A v 735 1 L 2 M 7 H 2 A -25
    game 2- MAX 790 3 L 1 M 4 H 4 A v 705 4 L 1 M 5 H 2 A +85
    4 Oosiks
    
    game 1-  CAP 725 1 L 4 M 6 H  1 A v 680 3 L 4 M 3 H 2 A +45
    game 2-  DTH 665 3 L 3 M 6 H  0 A v 655 4 L 1 M 6 H 1 A +10
    game 3-  DTH 785 2 L 4 M 3 H  3 A v 710 3 L 1 M 6 H 2 A +75
    game 4-  DTH 770 3 L 1 M 4 H  4 A v 830 1 L 4 M 2 H 5 A -60
    game 5-  DTH 725 1 L 4 M 6 H  1 A v 685 3 L 4 M 3 H 2 A +40
    game 6-  CAP 745 2 L 2 M 6 H  2 A v 840 2 L 0 M 7 H 3 A -95
    game 7-  DTH 810 0 L 1 M 10H 1 A v 745 2 L 4 M 4 H 2 A +65
    game 8-  DTH 650 4 L 4 M 2 H  2 A v 715 2 L 4 M 5 H 1 A -65
    game 9-  DTH 715 3 L 1 M 7 H  1 A v 775 2 L 1 M 6 H 3 A -60
    game10- MAX 725 3 L 2 M 4 H  3 A v 730 3 L 0 M 9 H 0 A -5
    game11- MAX 745 3 L 2 M 3 H  4 A v 840 0 L 2 M 7 H 3 A -95
    game12- DTH 770 1 L 3 M 7 H  1 A v 630 2 L 4 M 4 H 1 A +140 12V11
    game13- DTH 700 2 L 2 M 8 H 0 A v 715 4 L 2 M 3 H 3 A -15
    game14- DTH 715 3 L 1 M 7 H  1 A v 770 2 L 1 M 6 H 3 A -55
    game15- MAX 725 3 L 2 M 4 H  3 A v 730 2 3 0 M 9 H 0 A -5
    game16- DTH 715 6 L 0 M 2 H 4 A v 865 1 L 2 M 5 H 4 A -150
    game17- DTH 765 1 L 3 M 6 H 2 A v 800 1 L 3 M 5 H 3 A -35
    game18- DTH 790 3 L 2 M 2 H 5 A v 730 2 L 2 M 7 H 1 A +60
    game19- DTH 805 2 L 2 M 5 H 3 A v 775 3 L 0 M 7 H 2 A +30
    game20- DTH 800 1 L 2 M 6 H 3 A v 760 3 L 2 M 3 H 4 A +40
    game21- DTH 870 2 L 1 M 3 H 6 A v 765 2 L 2 M 5 H 3 A +105
    game22- DTH 760 2 L 2 M 4 H 4 A v 710 3 L 2 M 6 H 1 A +50
    game23- DTH 825 1 L 1 M 7 H 3 A v 835 2 L 1 M 4 H 5 A -10
    game24- MAX 770 1 L 1 M 6 H 3 A v 830 1 L 1 M 6 H 4 A -60 11V12
    game25- DTH 775 3 L 0 M 5 H 4 A v 810 1 L 2 M 6 H 3 A -35
    game26- DTH 790 2 L 1 M 6 H 3 A v 795 3 L 2 M 3 H 4 A -5
    game27- MAX 805 2 L 1 M 6 H 3 A v 885 0 L 1 M 6 H 5 A -80
    game28- DTH 890 1 L 0 M 5 H 6 A v 790 2 L 2 M 6 H 2 A +100
    game29- DTH 830 3 L 1 M 3 H 5 A v 725 3 L 3 M 3 H 3 A +105
    
    
    
    12 Man
    

    DaMoonRulz on
    3basnids3lf9.jpg




  • kilnbornkilnborn Registered User regular
    DaMoonRulz wrote: »
    Gaslight wrote: »
    kilnborn wrote: »
    DaMoonRulz wrote: »
    Syngyne wrote: »
    DaMoonRulz wrote: »
    You had a 110T weight advantage

    howsabout a 150+ ton disadvantage
    Victoly!
    6NAepMs.jpg

    The last minute or so of the match was watching a poor Stalker get picked apart by a lance and a half worth of light 'Mechs. It was like watching a cow fall into the Amazon and get eaten by piranhas.

    I would've been impressed by that until I tallied up this round:
    game23- MAX 580 6 L 3 M 2 M 1 A v 790 0 L 4 M 6 H 2 A -210
    

    Is that a win for the team with the 210 ton deficit?

    That is a max resource win on Conquest for the team with the 210 ton deficit, if I am reading it correctly. Note the winning team has six lights and the losers have zero. Once you notice this and the fact it's Conquest the outcome of the match is not surprising at all. The winning team undoubtedly spread out, grabbed caps early, their bigger 'mechs probably got slaughtered but it didn't matter because they only had to buy a little time for the lights who had built an insurmountable resource point lead and then could just run away.

    On Conquest dropping with a much heavier team than your opponents can be just as big a disadvantage as being seriously outweighed usually is, especially if it's a big map and/or one that's hard to traverse.

    Need to stop for the night because I'm starting to have to do the math a few times. Thanks everyone for your contributions! This is what we have so far:

    Hate to say this: but it almost certainly needs to be separated into Conquest and Assault. It's almost certain that large weight deficits are beneficial on Conquest, or at least not a disability.

  • Phoenix-DPhoenix-D Registered User regular
    Honestly I don't think 100, 120 ton deficits are that much of an issue. That is 10 tons per mech..they get Dragons, you get Cents. (Or they get two atlases and you two cicadas) As a reminder the class matching system could produce up to a 240 deficit if it was implemented now.

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    kilnborn wrote: »
    DaMoonRulz wrote: »
    Gaslight wrote: »
    kilnborn wrote: »
    DaMoonRulz wrote: »
    Syngyne wrote: »
    DaMoonRulz wrote: »
    You had a 110T weight advantage

    howsabout a 150+ ton disadvantage
    Victoly!
    6NAepMs.jpg

    The last minute or so of the match was watching a poor Stalker get picked apart by a lance and a half worth of light 'Mechs. It was like watching a cow fall into the Amazon and get eaten by piranhas.

    I would've been impressed by that until I tallied up this round:
    game23- MAX 580 6 L 3 M 2 M 1 A v 790 0 L 4 M 6 H 2 A -210
    

    Is that a win for the team with the 210 ton deficit?

    That is a max resource win on Conquest for the team with the 210 ton deficit, if I am reading it correctly. Note the winning team has six lights and the losers have zero. Once you notice this and the fact it's Conquest the outcome of the match is not surprising at all. The winning team undoubtedly spread out, grabbed caps early, their bigger 'mechs probably got slaughtered but it didn't matter because they only had to buy a little time for the lights who had built an insurmountable resource point lead and then could just run away.

    On Conquest dropping with a much heavier team than your opponents can be just as big a disadvantage as being seriously outweighed usually is, especially if it's a big map and/or one that's hard to traverse.

    Need to stop for the night because I'm starting to have to do the math a few times. Thanks everyone for your contributions! This is what we have so far:

    Hate to say this: but it almost certainly needs to be separated into Conquest and Assault. It's almost certain that large weight deficits are beneficial on Conquest, or at least not a disability.

    They're updated to have the game mode next to the game number

    3basnids3lf9.jpg




  • Red M3naceRed M3nace Registered User regular
    edited September 2013
    Found this on MechSpecs re: the Ilya's Chainsaw build.
    I've downgraded my rating to 4/5 since the nerf killed the UAC5.

    I was going to post in that threat that rumors of the death of the UAC5 are greatly exaggerated, but then I came to my senses. Why let the unwashed masses in on the secret? Why not keep my fellow Oosiks in the loop instead?

    So, here's the poop (for those of you who haven't already done the math):

    AC5 - 3.33 dps
    UAC5 - 3.91 dps (double tapped)

    Being a math guy, I even accounted for dps/ton and factored in ammo as well. The UAC5 remains ahead of the AC5 in spite of the 2 ton difference for 150 rounds of ammo.

    Bottom line, if you don't mind jams the UAC5 still rules. To be honest, and perhaps this is just because I'm not the greatest player, jamming is my cue to stop face tanking and move. I actually find it beneficial, at least in hindsight. While it's happening I'm usually hurling invectives at the son-of-a-bitch who ever invented UACs and their bloody jam mechanic.

    Keep melting faces with your Chainsaw Ilyas.

    Red M3nace on
    red-m3nace.png
  • CampyCampy Registered User regular
    Oosiks were using the Murdermets when it had a 25% jam rate. Because we are manly men (and women).

    I'm just super happy matches won't be filled with FOTW jackasses which get lucky with jams and melt all my armour off in a matter of seconds.

  • NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    Red M3nace wrote: »
    Found this on MechSpecs re: the Ilya's Chainsaw build.
    I've downgraded my rating to 4/5 since the nerf killed the UAC5.

    I was going to post in that threat that rumors of the death of the UAC5 are greatly exaggerated, but then I came to my senses. Why let the unwashed masses in on the secret? Why not keep my fellow Oosiks in the loop instead?

    So, here's the poop (for those of you who haven't already done the math):

    AC5 - 3.33 dps
    UAC5 - 3.91 dps (double tapped)

    Being a math guy, I even accounted for dps/ton and factored in ammo as well. The UAC5 remains ahead of the AC5 in spite of the 2 ton difference for 150 rounds of ammo.

    Bottom line, if you don't mind jams the UAC5 still rules. To be honest, and perhaps this is just because I'm not the greatest player, jamming is my cue to stop face tanking and move. I actually find it beneficial, at least in hindsight. While it's happening I'm usually hurling invectives at the son-of-a-bitch who ever invented UACs and their bloody jam mechanic.

    Keep melting faces with your Chainsaw Ilyas.

    Having only dabbled in UAC5's, and before they were tweaked at that, this kinda makes sense to me. The burst damage is what is really dangerous, I think, and so the UAC has an inherent advantage in that.

    If the playerbase usage is any indicator, UAC5s are down but hardly gone, which I think puts them in a good spot.

    JXUBxMxP0QndjQUEnTwTxOkfKmx8kWNvuc-FUtbSz_23_DAhGKe7W9spFKLXAtkpTBqM8Dt6kQrv-rS69Hi3FheL3fays2xTeVUvWR7g5UyLHnFA0frGk1BC12GYdOSRn9lbaJB-uH0htiLPJMrc9cSRsIgk5Dx7jg9K8rJVfG43lkeAWxTgcolNscW9KO2UZjKT8GMbYAFgFvu2TaMoLH8LBA5p2pm6VNYRsQK3QGjCsze1TOv2yIbCazmDwCHmjiQxNDf6LHP35msyiXo3CxuWs9Y8DQvJjvj10kWaspRNlWHKjS5w9Y0KLuIkhQKOxgaDziG290v4zBmTi-i7OfDz-foqIqKzC9wTbn9i_uU87GRitmrNAJdzRRsaTW5VQu_XX_5gCN8XCoNyu5RWWVGTsjJuyezz1_NpFa903Uj2TnFqnL1wJ-RZiFAAd2Bdut-G1pdQtdQihsq2dx_BjtmtGC3KZRyylO1t2c12dhfb0rStq4v8pg46ciOcdtT_1qm85IgUmGd7AmgLxCFPb0xnxWZvr26G-oXSqrQdjKA1zNIInSowiHcbUO2O8S5LRJVR6vQiEg0fbGXw4vqJYEn917tnzHMh8r0xom8BLKMvoFDelk6wbEeNq8w8Eyu2ouGjEMIvvJcb2az2AKQ1uE_7gdatfKG2QdvfdSBRSc35MQ=w498-h80-no
  • SyngyneSyngyne Registered User regular
    Campy wrote: »
    Oosiks were using the Murdermets when it had a 25% jam rate. Because we are manly men (and women).

    If being manly means using the UAC/5 because the old AC/5 sound effect was atrocious and the UAC/5 sounded so much cooler, then yes, I ran a Murdermets because I was the manliest of men.

    5gsowHm.png
  • Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    that's because it was still really good then

    also I like mechspecs well enough just because it's nice to look at when brainstorming for ideas, but the preponderance of the rating/voting seems to be being done by a few dudes whose opinions are frequently questionable

    NREqxl5.jpg
    it was the smallest on the list but
    Pluto was a planet and I'll never forget
  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    ATTENTION: ALL PILOTS REPORT TO THE BRIEFING ROOM. ATTENTION: ALL PILOTS REPORT TO THE BRIEFING ROOM

    All right, men, take your seats. Hey, not bad guys, we actually look like a proper group of Mechwarriors with our new patches. Good work capturing that embroidery factory on the last planet, Mechwarrior @Nips .

    Now, it's come to my attention that there are some morale problems. Questions like "Why do we keep trying to capture the same drilling platforms if we don't get to keep them?" or "What am I even fighting for?" have seeped into the equation. Now, I'm sure I don't need to tell you that this has been affecting our combat effectiveness and dulling our senses worse than that time we had a little celebration for the opening night of Warrumbungle Rim. Totally worth it, to take a Jagerbomb everytime a Jagerbomb shot an enemy Kaiju, but I'm not as young as I used to be.

    ANYWAYS! The powers that be have given me the responsibility to raise your spirits and have given me any means with which to make this happen. Now, I was asking myself what would get you guys in a fighting mood. Of course, my mind immediately went to spirits, but that always turns out to be a bad idea the next day. Then I thought about taking you guys on some tactical recon of the local red light district. While this would certainly be fun for a bit, we're running low on penicillin and we don't have any shampoo to take care of KGC problems. So, I decided to hold an Operation! Now, now, hold your applause.

    So far we've swept legs, spent a planet's worth of lead, all at my behest. Well, for this Operation I'm handing the reins over to you. Next Friday, September 21, 3050 at 2000 hrs Warrumbungle Eastern Time we will assemble into lances for OPERATION: BRING YOUR OWN STIPULATION. Each Lance member will take turns offering their own stipulation for the next match. I realize that some of you Warriors may want to run in packs of the same mech, so make sure to alter your IFF signature to let other people know what stip you have in mind. We fully expect lances to form just for a couple of matches before breaking up and reforming with different members to suit your needs. Frankly, I this can be a welcome change of pace and it's good for us to get comfortable playing with as many of our fellow Oosiks as possible.

    I, of course, will be starting off the evening with a Dragonlance, but plan on running that just for a drop or two before joining up with another lance to see what ideas they have. That's all for now, men. Use the time you have before next Friday to think up your own stipulations and have them ready. I look forward to seeing what you can come up with, and taking to the field with you.

    DISMISSED!!

    OPERATION: BYOS
    Friday, Sept 20 at 2000 hrs Warrumbungle Eastern Time (8pm Eastern)
    Jump into Vent, put the stipulation you want to run in your Vent comment and form up with other Mechwarriors. Take turns in your lance offering up the stipulation, and feel free to switch around with different groups.

    Let's do this shit!!!

    3basnids3lf9.jpg




  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    Remember when UAC5s had no jam proc in closed beta? Those were the days.

    Of horror. Abject fucking horror.

    I really like the UAC5 change. Now it's not just "better than AC5s in all ways forever," you're spending extra tonnage on the weapon and ammo in order to give yourself a burst capability that might have a downside. Love it!

  • Red M3naceRed M3nace Registered User regular
    edited September 2013
    Campy wrote: »
    Oosiks were using the Murdermets when it had a 25% jam rate. Because we are manly men (and women).

    I'm just super happy matches won't be filled with FOTW jackasses which get lucky with jams and melt all my armour off in a matter of seconds.

    Count me in there as well. The Murdermets was awesome with the 25% jam rate, and it continues to be with the debuffed ROF and the buffed jam rate. It was just ridiculous with the 15% jam rate and so now seems underpowered. It is not.
    Nips wrote: »
    Having only dabbled in UAC5's, and before they were tweaked at that, this kinda makes sense to me. The burst damage is what is really dangerous, I think, and so the UAC has an inherent advantage in that.

    If the playerbase usage is any indicator, UAC5s are down but hardly gone, which I think puts them in a good spot.

    Yup, the burst damage certainly puts the UAC5 firmly on top. I'm very happy to see UAC5 usage down. It gives us a greater advantage when using them ourselves, and reduces the "OMG! Chainsaw Ilya! KILL IT NOW!" reaction which was followed immediately by me getting focused and killed.

    The Murdermets is dead, long live the Murdermets!


    Edit: A little more math. DPS for the old UAC5 (1.1 ROF, 25% jam rate) was 3.98. Current DPS is 3.91. That's less than a 2% difference. Of course the DPS when you macroed so you didn't jam was 4.55...

    Red M3nace on
    red-m3nace.png
  • Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    yeah honestly, I'd still nerf them. But I also drive an ilya so whaaaaatever.

    I'm having a good time with highlanders so far. Still kinda painfully slow, but it's fun to wade into like three other mechs and watch them try to blow all my extremities off before my team kills them. And I'm getting better about not leaving myself in bad situations.

    NREqxl5.jpg
    it was the smallest on the list but
    Pluto was a planet and I'll never forget
  • ElvenshaeElvenshae Registered User regular
    I have the worst luck with UAC5s.

    The other night, in my Cataphract-3D (1 UAC5, 1 LBX-10), I jammed on my very first shot with my UAC5, like, 5 times in a row. It was ridiculous.

    Truly, the RNG hateth me.

  • GaslightGaslight Registered User regular
    Elvenshae wrote: »
    The other night, in my Cataphract-3D (1 UAC5, 1 LBX-10), I jammed on my very first shot with my UAC5

    People will swear up and down this isn't possible.

  • HydroSqueegeeHydroSqueegee ULTRACAT!!!™®© Registered User regular
    Gaslight wrote: »
    Elvenshae wrote: »
    The other night, in my Cataphract-3D (1 UAC5, 1 LBX-10), I jammed on my very first shot with my UAC5

    People will swear up and down this isn't possible.

    Oh, it is. Ive had it happen plenty.

    kx3klFE.png
  • HydroSqueegeeHydroSqueegee ULTRACAT!!!™®© Registered User regular
    edited September 2013
    HydroSqueegee on
    kx3klFE.png
  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited September 2013
    Elvenshae wrote: »
    I have the worst luck with UAC5s.

    The other night, in my Cataphract-3D (1 UAC5, 1 LBX-10), I jammed on my very first shot with my UAC5, like, 5 times in a row. It was ridiculous.

    Truly, the RNG hateth me.

    Did the jam happen before or after the round went off?

    I'm not asking in a bug/diagnostic sense, I'm asking in a "guns that jam before the shot fires is mechanically stupid" sense, at least in regards to a weapon that jams because of firing too fast. I mean, in order for the gun to jam when you first fire it, it should already be in a jammed state, which the weapon system should tell you right away and unjam. There shouldn't be a mystery "ghost" jam state where the jam isn't "discovered" until you fire it.

    Though this is PGI, and they seem rather pro-ghost. Still, it seems like just a couple of lines of code should be able to tell the game to never, ever jam on the first shot would be pretty easy.

    I totally believe it's jamming on the first shot for you, it's just really mechanically stupid for that to happen since I've never even had an actual gun jam that didn't relate to cycling ammunition in some way or another, and always after at least one shot is fired. That the game could do that just bothers me.

    Ninja Snarl P on
  • CarbonFireCarbonFire See you in the countryRegistered User regular

    Yeah, that is a "why bother even advertising it" sale. Except for the 3 Day premium time I guess, if people are into buying tiny, slightly overpriced blocks of premium time.

    Steam: CarbonFire MWO, PSN, Origin: Carb0nFire
  • CapsaicinCapsaicin I asked my 2 y/o son to draw a pic of my German mom, and thats what we got. Registered User regular
    "guns that jam before the shot fires is mechanically stupid"

    Could be an ammunition defect. :P

    I've also had firearms malfunction even though they looked okay. Like the slide was like 5% out of battery and enough for the firing pin to not reach the primer when the hammer fell.

    Just be thankful that we've got a magical jam removal system. I really could have used that once when my CZ75 was locked up so tight I nearly had to take it to the gunsmith to have it worked on (with a live round still in it!). Luckily I was able to strong arm it open without damaging anything except the casing of the shitty ass Russian ammunition that caused the jam in the first place.

    capsaicin_zps254b275f.png
  • Red M3naceRed M3nace Registered User regular
    Elvenshae wrote: »
    I have the worst luck with UAC5s.

    The other night, in my Cataphract-3D (1 UAC5, 1 LBX-10), I jammed on my very first shot with my UAC5, like, 5 times in a row. It was ridiculous.

    Truly, the RNG hateth me.

    I've had my UACs jam on the first double tap, but never on the first shot. Not saying I don't believe it, but just to be clear, you mean you hit the button after cool down and it jammed without firing at all?

    red-m3nace.png
  • ElvenshaeElvenshae Registered User regular
    The first one was my very first shot of the match. I pressed the button once, let go, and got a "WEAPON JAMMED" flashy screen.

  • GaslightGaslight Registered User regular
    Elvenshae wrote: »
    The first one was my very first shot of the match. I pressed the button once, let go, and got a "WEAPON JAMMED" flashy screen.

    And this is where I remark once again that they really need to overhaul the HUD so every single warning message about every single thing (WEAPON JAMMED/CRITICAL DAMAGE/WASTE DISPOSAL SYSTEM CLOGGED/OUT OF HONEY MUSTARD) doesn't look exactly the same and pop up in the exact same place on the screen, right in the middle, in your face.

  • Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    the first shot jam thing never happens to me. I don't know what I'm doing differently than you guys, but I never notice it.

    NREqxl5.jpg
    it was the smallest on the list but
    Pluto was a planet and I'll never forget
  • CapsaicinCapsaicin I asked my 2 y/o son to draw a pic of my German mom, and thats what we got. Registered User regular
    Gaslight wrote: »
    WASTE DISPOSAL SYSTEM CLOGGED/OUT OF HONEY MUSTARD

    LOL

    capsaicin_zps254b275f.png
  • CarbonFireCarbonFire See you in the countryRegistered User regular
    Gaslight wrote: »
    Elvenshae wrote: »
    The first one was my very first shot of the match. I pressed the button once, let go, and got a "WEAPON JAMMED" flashy screen.

    And this is where I remark once again that they really need to overhaul the HUD so every single warning message about every single thing (WEAPON JAMMED/CRITICAL DAMAGE/WASTE DISPOSAL SYSTEM CLOGGED/OUT OF HONEY MUSTARD) doesn't look exactly the same and pop up in the exact same place on the screen, right in the middle, in your face.

    I've always thought they should display those warnings in the appropriate section of the HUD, rather than all on top of each other. Maybe I should do a mockup or something :)

    Steam: CarbonFire MWO, PSN, Origin: Carb0nFire
  • m!ttensm!ttens he/himRegistered User regular
    Are you all ready for some data? Of course you are, and if you aren't, you can skip this post. Of the matches @DaMoonRulz has posted so far, here is the average tonnage breakdown for assault, conquest and all matches.
    SOLO DROPS
    		winner		loser		difference
    all games	783.125		764.375		18.75
    assault		783.5483871	765		18.5483871
    conq		783.4210526	753.4210526	30
    
    4 MANS
    		winner		loser		difference
    all games	761.5517241	762.4137931	-0.862068966
    assault		759.1071429	763.75		-4.642857143
    conq		765.6		769.4		-3.8
    

    You may also be wondering about the average number of mechs in each weight class as well. I have that information too!
    SOLO DROPS
    conquest			
    	light		med		heavy		ass
    winner	1.842105263	2.157894737	4.789473684	3.210526316
    loser	1.789473684	2.263157895	4.578947368	3.368421053
    
    assault			
    	light		med		heavy		ass
    winner	1.935483871	2.161290323	4.580645161	3.322580645
    loser	2.032258065	2		5.193548387	2.741935484
    
    4 MANS
    conquest				
    	light		med		heavy		ass
    winner	2.24		1.72		5.12		2.88
    loser	2.12		2.04		5.12		2.68
    
    assault	
    	light		med		heavy		ass			
    winner	2.214285714	1.928571429	5.142857143	2.678571429
    loser	2.178571429	2.071428571	5.071428571	2.642857143
    

    Okay stats monkeys, go ahead and discuss.

  • Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    edited September 2013
    mechs' instrumentation in general is laid out in a really stupid way that has your eyes flying all over the screen all the time. A sensible designer would put targeting info, map, weapon info, heat, etc. all on a horizontal row immediately below the viewport (or superimposed over the lower portion of it) so that pilots could quickly aggregate all the information they need and get back to looking at where they're going.

    in our contemporary world manufacturers of every type of vehicle figured this out pretty much immediately, but apparently in the 3040s mankind has forgotten certain truths about usability. Every battletech game seems to do this though, so maybe its part of the lore that mech cockpits are designed by idiots or something

    Eat it You Nasty Pig. on
    NREqxl5.jpg
    it was the smallest on the list but
    Pluto was a planet and I'll never forget
  • CapsaicinCapsaicin I asked my 2 y/o son to draw a pic of my German mom, and thats what we got. Registered User regular
    Not sure there's much to discuss because it looks pretty damned even.

    The only conclusion I can draw from this is if you want a better game experience, go play 4 mans. But we already knew that! :)

    capsaicin_zps254b275f.png
  • VedicIntentVedicIntent Registered User regular
    Gaslight wrote: »
    Elvenshae wrote: »
    The first one was my very first shot of the match. I pressed the button once, let go, and got a "WEAPON JAMMED" flashy screen.

    And this is where I remark once again that they really need to overhaul the HUD so every single warning message about every single thing (WEAPON JAMMED/CRITICAL DAMAGE/WASTE DISPOSAL SYSTEM CLOGGED/OUT OF HONEY MUSTARD) doesn't look exactly the same and pop up in the exact same place on the screen, right in the middle, in your face.

    While they're at it, could they change "Critical Damage" to something less misleading? Seeing as it has nothing to do with actual criticals in the first place?

    VT09mOz.png
  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    I find it interesting that on Assault AND Conquest, the winning team on average has fewer medium mechs than the losing team.

    3basnids3lf9.jpg




  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited September 2013
    mechs' instrumentation in general is laid out in a really stupid way that has your eyes flying all over the screen all the time. A sensible designer would put targeting info, map, weapon info, heat, etc. all on a horizontal row immediately below the viewport (or superimposed over the lower portion of it) so that pilots could quickly aggregate all the information they need and get back to looking at where they're going.

    in our contemporary world manufacturers of every type of vehicle figured this out pretty much immediately, but apparently by the 3040s mankind had forgotten certain truths about usability. Every battletech game seems to do this though, so maybe its part of the lore that mech cockpits are designed by idiots or something

    ??

    Armor status, speed, jump jet fuel, minimap, mech heat, coolant, and ammo and weapons status are in that order left to right along the bottom of the screen. Only target info isn't in that row and there's really no place to put it without making the bottom too crowded.

    Or are you talking about the actual widgets in the cockpit that are there for flavor?

    edit: I agree about alert text. Different colors even would go a long way in helping differentiate between problems.

    3cl1ps3 on
  • GaslightGaslight Registered User regular
    Gaslight wrote: »
    Elvenshae wrote: »
    The first one was my very first shot of the match. I pressed the button once, let go, and got a "WEAPON JAMMED" flashy screen.

    And this is where I remark once again that they really need to overhaul the HUD so every single warning message about every single thing (WEAPON JAMMED/CRITICAL DAMAGE/WASTE DISPOSAL SYSTEM CLOGGED/OUT OF HONEY MUSTARD) doesn't look exactly the same and pop up in the exact same place on the screen, right in the middle, in your face.

    While they're at it, could they change "Critical Damage" to something less misleading? Seeing as it has nothing to do with actual criticals in the first place?

    It's not damage to your criticals, it's damage that IS critical.

    The problem here is just how we ended up using the term "critical spaces" for slots where stuff goes.

  • CapsaicinCapsaicin I asked my 2 y/o son to draw a pic of my German mom, and thats what we got. Registered User regular
    Also if you are an Ass Man, you should probably drop solo.

    capsaicin_zps254b275f.png
  • Red M3naceRed M3nace Registered User regular
    edited September 2013
    m!ttens wrote: »
    Are you all ready for some data? Of course you are, and if you aren't, you can skip this post. Of the matches @DaMoonRulz has posted so far, here is the average tonnage breakdown for assault, conquest and all matches.
    SOLO DROPS
    		winner		loser		difference
    all games	783.125		764.375		18.75
    assault		783.5483871	765		18.5483871
    conq		783.4210526	753.4210526	30
    
    4 MANS
    		winner		loser		difference
    all games	761.5517241	762.4137931	-0.862068966
    assault		759.1071429	763.75		-4.642857143
    conq		765.6		769.4		-3.8
    

    You may also be wondering about the average number of mechs in each weight class as well. I have that information too!
    SOLO DROPS
    conquest			
    	light		med		heavy		ass
    winner	1.842105263	2.157894737	4.789473684	3.210526316
    loser	1.789473684	2.263157895	4.578947368	3.368421053
    
    assault			
    	light		med		heavy		ass
    winner	1.935483871	2.161290323	4.580645161	3.322580645
    loser	2.032258065	2		5.193548387	2.741935484
    
    4 MANS
    conquest				
    	light		med		heavy		ass
    winner	2.24		1.72		5.12		2.88
    loser	2.12		2.04		5.12		2.68
    
    assault	
    	light		med		heavy		ass			
    winner	2.214285714	1.928571429	5.142857143	2.678571429
    loser	2.178571429	2.071428571	5.071428571	2.642857143
    

    Okay stats monkeys, go ahead and discuss.

    Not to poo-poo your hard work (I sincerely thank you for the data gathering/analysis you guys are doing), but I don't think average weights tell us anything meaningful. With enough data average weight difference should be approaching zero even with no matching system at all.

    I think some interesting stats would be to show the effect of weight difference on W/L. A way to see this would be to take games with weight differences in certain blocks and look for trends. For example, take all games with a 100-150 ton weight difference and check the W/L record.

    Another thing that averaging doesn't expose is how good/bad the matching system is. A way to measure this might be to check how many of the games looked at had differences greater than some specific weight value. For example, what % of games had a weight difference of 100 tons or greater?

    Also, to really see whether the system works or doesn't it would be good to first determine what an unfair game looks like (what tonnage difference starts to skew the W/L record by say more than 5%), and then determine what % of matches have weight differences greater than that number.

    Red M3nace on
    red-m3nace.png
  • ElvenshaeElvenshae Registered User regular
    edited September 2013
    @m!ttens

    Needs more histograms.

    Elvenshae on
  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    @Elvenshae I'm not sure my wife would appreciate that.

    3basnids3lf9.jpg




  • DocshiftyDocshifty Registered User regular
    Gaslight wrote: »
    Gaslight wrote: »
    Elvenshae wrote: »
    The first one was my very first shot of the match. I pressed the button once, let go, and got a "WEAPON JAMMED" flashy screen.

    And this is where I remark once again that they really need to overhaul the HUD so every single warning message about every single thing (WEAPON JAMMED/CRITICAL DAMAGE/WASTE DISPOSAL SYSTEM CLOGGED/OUT OF HONEY MUSTARD) doesn't look exactly the same and pop up in the exact same place on the screen, right in the middle, in your face.

    While they're at it, could they change "Critical Damage" to something less misleading? Seeing as it has nothing to do with actual criticals in the first place?

    It's not damage to your criticals, it's damage that IS critical.

    The problem here is just how we ended up using the term "critical spaces" for slots where stuff goes.

    I'd like it to not show up when all I have is a red outline on my backCT armor. Not red CT, just red backarmor. This can happen pretty quickly depending on your distribution, and depending on the mech, you can still be looking at a lot of damage that section can soak. Nothing like going the entire match with that blinking when, really, it isn't super critical.

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