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Lemon-Lime
Aug 6, 2009

Der Waffle Mous posted:

I don't know how this whole mythology around PPCs being useless inside their minimum range has popped up when in the tabletop, the worst you're dealing with is equivalent to the medium range penalty.

They're specifically built to not shoot at anything within 90m range because they're super fragile and otherwise the EMP effect from the shot will cause the PPC to explode. Of course, in tabletop you can choose to turn the field inhibitor off to damage an enemy within minimum range at the cost of having to roll to see if it blows up or not: http://www.sarna.net/wiki/Field_Inhibitor

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Yolomon Wayne
Jun 10, 2014

You call it "The Big Bang", but what really happened is
Grimey Drawer
Yeah i read up on that, the AoE on the impact would cause damage to the shooting mech.
Makes sense from a lore perspective then, but not in any other loving way.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
PGI's implementation of minimum range is poo poo (just like their implementation of LRMs)




Also: Spider SDR-5K: Now has a +20% Machine Gun Rate of Fire Quirk. :swoon:

PoptartsNinja fucked around with this message at 18:11 on Feb 17, 2016

Stringbean
Aug 6, 2010
They should just give people that option of slamming PPC in someone's face at close range. Drawback is suiciding during the act.

Drythe
Aug 26, 2012


 
So is that flame dog posted a few pages back a good build? Seems like it wouldn't work against more than 1 dude

EoRaptor
Sep 13, 2003

by Fluffdaddy

Drythe posted:

So is that flame dog posted a few pages back a good build? Seems like it wouldn't work against more than 1 dude

If you fix up the armor to be correctly placed, yes. The current SRM implementation is very strong, and the flamers to stun-lock a target is probably a better use of tonnage than lasers would be.

Kazvall
Mar 20, 2009

I've found the best thing in conjunction with flamers, on my stormcrow, is small pulse lasers.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

It's OK guys, this is totally a realistic thing one can do manually! (I call it the flamerdrill firedrill)

Drythe
Aug 26, 2012


 
I don't understand the difference between shooting two at once and shooting four at once. Why not have them all on the same button with the macro? It looks cooler?

Great Beer
Jul 5, 2004

Drythe posted:

I don't understand the difference between shooting two at once and shooting four at once. Why not have them all on the same button with the macro? It looks cooler?

Flamers create more heat for you when you hold the trigger down longer. Switching back and forth between two resets that heat increase.

Yolomon Wayne
Jun 10, 2014

You call it "The Big Bang", but what really happened is
Grimey Drawer

I get the impression i shouldnt be playing for a few days until this gets adressed.


It wont, will it?



Until goons flame-lock Russ.

Unhappy Meal
Jul 27, 2010

Some smiles show mirth
Others merely show teeth

Yolomon Wayne posted:

I get the impression i shouldnt be playing for a few days until this gets adressed.


It wont, will it?



Until goons flame-lock Russ.

Just join mumble and jump in a group. The flamer shenanigans don't really work terribly well in group queue due to how rarely you'll catch someone not in a murder ball. This might change as flamer usage gets more organized, but it's fine for now.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Drythe posted:

I don't understand the difference between shooting two at once and shooting four at once. Why not have them all on the same button with the macro? It looks cooler?

It looks cooler. And I've got six, so I'm cycling all six on an alternating .1 second on, .2 seconds off interval. You could do the same with all six firing at once, but this way if you miss a couple of shots you'll be able to tag them with more heat immediately.

And I'm cooling off while doing it, which is the part I really wanted to show.

Herb Dington
Oct 6, 2013

I know someone posted this already but here it is again.

1. firectrl.exe
2. 2ms1ms delay
3. fire sequence: 3,4,4,5,4,4 where 3 and 5 are flamers and 4 is an empty group
4. bind fire button
5. hold fire to fire fire without getting fiery (don't forget to group fire the flamers when you can to MINMAX!)
6. no seriously run this into the ground

Herb Dington fucked around with this message at 20:30 on Feb 17, 2016

Yolomon Wayne
Jun 10, 2014

You call it "The Big Bang", but what really happened is
Grimey Drawer
In the tradition of classic releases, an event is comming up.
It is a recent tradition only a few months old but a tradition nonetheless.

http://mwomercs.com/tournaments?t=201602mechs

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule
Hey 19, is there any possibility of ammo quirks for lighter 'mechs? I feel like a Shadow Cat would be much more viable with like a "plus-two tons ballistic/gauss ammo" quirkl

Drythe
Aug 26, 2012


 

Herb Dington posted:

I know someone posted this already but here it is again.

1. firectrl.exe
2. 2ms delay
3. fire sequence: 3,4,4,5,4,4 where 3 and 5 are flamers and 4 is an empty group
4. bind fire button
5. hold fire to fire fire without getting fiery (don't forget to group fire the flamers when you can to MINMAX!)
6. no seriously run this into the ground

Isn't that double the time needed? You only need .01 on and .02 off so wouldn't it be 1ms?

Yolomon Wayne
Jun 10, 2014

You call it "The Big Bang", but what really happened is
Grimey Drawer
Btw, welcome to Caustic Therma weeks, enjoy your stay until you overheat.

Number19
May 14, 2003

HOCKEY OWNS
FUCK YEAH


Pattonesque posted:

Hey 19, is there any possibility of ammo quirks for lighter 'mechs? I feel like a Shadow Cat would be much more viable with like a "plus-two tons ballistic/gauss ammo" quirkl

There are no ammo quirks in code at this time. I think they're non-trivial to add which is why you haven't seen them yet.

Herb Dington
Oct 6, 2013

Drythe posted:

Isn't that double the time needed? You only need .01 on and .02 off so wouldn't it be 1ms?

Server ticks being exactly 1ms (?) I decided to just go to 2ms. But you're right, you could probably edge it down to just over 1ms on 2ms off. can definitely put it at 1ms and I'm an idiot.

Herb Dington fucked around with this message at 20:30 on Feb 17, 2016

Yolomon Wayne
Jun 10, 2014

You call it "The Big Bang", but what really happened is
Grimey Drawer

Number19 posted:

There are no ammo quirks in code at this time. I think they're non-trivial to add which is why you haven't seen them yet.

Im no programmer, but "ammoX weight = 90%" doesnt sound like rocket surgery?

Number19
May 14, 2003

HOCKEY OWNS
FUCK YEAH


Yolomon Wayne posted:

Im no programmer, but "ammoX weight = 90%" doesnt sound like rocket surgery?

It would be ammo capacity boosts and again, it sounds simple but it isn't always in practice.

Yolomon Wayne
Jun 10, 2014

You call it "The Big Bang", but what really happened is
Grimey Drawer

Number19 posted:

It would be ammo capacity boosts and again, it sounds simple but it isn't always in practice.

If its about space and not weight, why not have the ammo-quirk reduce the slots on the weapon?

Drythe
Aug 26, 2012


 
It sounds like ammo is set to always take x tons for x ammo on the ammo object itself. Probably because it was originally designed without quirks in mind.

To edit this, you now need to create a separate object for that ammo, that then only shows up for the mech. What that then means, is I bet ammo shows up on the loadout dependent on the weapons equipped, so now you are making a new weapon and ammo, just for one specific mech. And all your new objects are the exact same even except the ammo now gives 12 shots instead of 7 per ton.

Then these objects themselves could be tied to other things that make it a spiders nest to work with. It always sounds simple and people criticize, but unless you have actually worked on a system you don't get to talk about how you would have done things.

e: This is also just theory, but you can see how it can get complicated fast.

Drythe fucked around with this message at 20:45 on Feb 17, 2016

EoRaptor
Sep 13, 2003

by Fluffdaddy

Yolomon Wayne posted:

If its about space and not weight, why not have the ammo-quirk reduce the slots on the weapon?

That would be far more difficult. You'd essentially need to have a distinct weapon that was only available for that one chassis. It would get wildly out of hand.

Ammo boost quirks would be nice to see, it would add a nice ballistic specific quirk that is currently missing (energy get reduced heat as their specific quirk).

Drythe posted:

It sounds like ammo is set to always take x tons for x ammo on the ammo object itself. Probably because it was originally designed without quirks in mind.

To edit this, you now need to create a separate object for that ammo, that then only shows up for the mech. What that then means, is I bet ammo shows up on the loadout dependent on the weapons equipped, so now you are making a new weapon and ammo, just for one specific mech. And all your new objects are the exact same even except the ammo now gives 12 shots instead of 7 per ton.

Then these objects themselves could be tied to other things that make it a spiders nest to work with. It always sounds simple and people criticize, but unless you have actually worked on a system you don't get to talk about how you would have done things.

e: This is also just theory, but you can see how it can get complicated fast.

I think converting all ammo to formula based would probably be the better solution. That would let you to inject a variable with a default value of '1' and quirk as needed.

So,
AC20AMMO_SHOTSPERTON = 7
would be
AC20AMMO_SHOTSPERTON = INT(7*X)

And now a mech can have a specific X setting that influences ammo. It might make more sense to give mechs a 'secret' ammo compartment that counts how many tons of each type is equiped, and adds in a set value of 'extra' per ton of each type, depending on how the ammo is actually implemented in the game.

EoRaptor fucked around with this message at 20:54 on Feb 17, 2016

Number19
May 14, 2003

HOCKEY OWNS
FUCK YEAH


Yolomon Wayne posted:

If its about space and not weight, why not have the ammo-quirk reduce the slots on the weapon?

Quirks do not show up in the mech lab at all. This would require even more work. Your tonange savings quirk would also run into the same issue.

e: I should clarify: Quirks are visible as a list in the lab but cannot affect anything there directly. They only affect in-match weapon characteristics.

Number19 fucked around with this message at 20:55 on Feb 17, 2016

NihilCredo
Jun 6, 2011

iram omni possibili modo preme:
plus una illa te diffamabit, quam multæ virtutes commendabunt

Old bird here who just reinstalled for funsies. I've got elited / mastered Jenners, Centurions, and Stalkers, plus the free Thunderbolt 9S from a while ago which I don't like very much (though maybe it's because I keep trying to use it as a 3PPC sniper - I accept build suggestions). Also about 10M C-Bills saved up.

What would be a good 70-tonner to fill up my IS dropship? I'd like a ballistic build, since I haven't tried one yet. That would point me towards either the Warhammer 6R, or a Cataphract - is the 3D still the best C-Bills 'phract?

EoRaptor
Sep 13, 2003

by Fluffdaddy

NihilCredo posted:

Old bird here who just reinstalled for funsies. I've got elited / mastered Jenners, Centurions, and Stalkers, plus the free Thunderbolt 9S from a while ago which I don't like very much (though maybe it's because I keep trying to use it as a 3PPC sniper - I accept build suggestions). Also about 10M C-Bills saved up.

What would be a good 70-tonner to fill up my IS dropship? I'd like a ballistic build, since I haven't tried one yet. That would point me towards either the Warhammer 6R, or a Cataphract - is the 3D still the best C-Bills 'phract?

The cataphract is an okay ballistic platform, though the meta currently favours the jagermech due to better arm position. The 3D and the 0XP are both good cataphracts.

Taking a ballistic mech into CW is currently bad, because ammo limitations will curtail your 'staying power' in a fight, and force you to abandon an otherwise good mech.

EoRaptor fucked around with this message at 20:59 on Feb 17, 2016

Plek
Jul 30, 2009

Number19 posted:

Quirks do not show up in the mech lab at all. This would require even more work. Your tonange savings quirk would also run into the same issue.

e: I should clarify: Quirks are visible as a list in the lab but cannot affect anything there directly. They only affect in-match weapon characteristics.

Sounds like a reason to introduce ammo modules. Spend 6+ billion cbills for "lightened" or "densely packed" ammo or something.

e: Modules that let you buy different ammo, not modify already existing stuff.

Banano
Jan 10, 2005
Soiled Meat

hemale in pain posted:

Is there no way to save different loadouts for 1 mech? I don't wanna have to strip it again and start from scratch if i wanna try out a different build every couple of matches.

oh my sweet summer child

veedubfreak
Apr 2, 2005

by Smythe
Why not just, say, increase all ammo to be comparable to how nasty energy based weapons are?

Oh right, Paul. :pgi:

Talmonis
Jun 24, 2012
The fairy of forgiveness has removed your red text.

veedubfreak posted:

Why not just, say, increase all ammo to be comparable to how nasty energy based weapons are?

Oh right, Paul. :pgi:

I don't think it's just Paul. I'm pretty sure the dire hards would lose their poo poo.

novaSphere
Jan 25, 2003

EoRaptor posted:

Ammo boost quirks would be nice to see, it would add a nice ballistic specific quirk that is currently missing (energy get reduced heat as their specific quirk).

Missile and Ballistic -heat% quirks exist though :confused:

Now energy duration quirks, that's definitely a lasers-exclusive one. But then, UAC Jam Chance is a ballistic-exclusive quirk. . .

(I'm being a dick)

I would looove to see additional ammo/ton quirks on stuff like the Gargoyle or Shadowcat, but that kind of stuff is probably way more difficult to execute than it sounds. I imagine weapon characteristics are relatively simple compared to altering the physical inventory of a mech and the way ammo is handled compared to other stats.

Der Waffle Mous
Nov 27, 2009

In the grim future, there is only commerce.
Special Munitions for the standard ACs were a thing. More or less meant to keep them relevant after Ultras and LBXs of all sizes came out. also RACs.

Caseless ammo in particular let you carry twice as many rounds but gave your gun a chance to jam.

Precision ammo negated some negative modifiers but you only carried half the ammo per ton, and with AP ammo you took a hit penalty and carried less per ton but had a chance to cause through-armor criticals on each hit. Then there were Flak and Flechette, which were specialist ammo types for anti-aircraft and anti-infantry, respectively.

Drakes
Jul 18, 2007

Why my bullets no hit?

Talmonis posted:

I don't think it's just Paul. I'm pretty sure the dire hards would lose their poo poo.

Pretty much, its the grognards that eat up the pricy rear end bundles. And they're the ones that'll flip out if poo poo diverges too far from whatever old battletech game they played.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

Talmonis posted:

I don't think it's just Paul. I'm pretty sure the dire hards would lose their poo poo.

Yeah, the main problem this game has is that it's based on a table top game that had completely different play mechanics. Plus, it doesn't help that aspects of the game were intentionally unbalanced or balanced by ways that don't show up in a multiplayer FPS.

There isn't a clean way out of that one for them. If they just deep six things that were done in TT (like, say, doubling all the ammo) then they're going to piss off that core fan base that they rely on to sell their nostalgia mechs. Are there really enough people out there who just want to play a robot fighting game once you alienate the people who like Mechwarrior specifically?

Quirks are a dirty fix, but probably the best tool they have.

Great Beer
Jul 5, 2004

https://www.youtube.com/watch?v=dQ5F4SzPgBo

AC2s are fun

Talmonis
Jun 24, 2012
The fairy of forgiveness has removed your red text.
To be entirely honest, since they doubled armor for the game, they should double Ammo per ton. That would go a real long way to fixing ballistics.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

Cyrano4747 posted:

Yeah, the main problem this game has is that it's based on a table top game that had completely different play mechanics. Plus, it doesn't help that aspects of the game were intentionally unbalanced or balanced by ways that don't show up in a multiplayer FPS.

There isn't a clean way out of that one for them. If they just deep six things that were done in TT (like, say, doubling all the ammo) then they're going to piss off that core fan base that they rely on to sell their nostalgia mechs. Are there really enough people out there who just want to play a robot fighting game once you alienate the people who like Mechwarrior specifically?

Quirks are a dirty fix, but probably the best tool they have.

you know it's interesting, every once in a while on the Brown Sea some dude will go: "LRMs on an Atlas are fine. AFTER ALL, in TABLETOP, the Atlas comes stock with an LRM! For LONG RANGE PUNCH!"

and they're totes serious

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A Curvy Goonette
Jul 3, 2007

"Anyone who enjoys MWO is a shitty player. You have to hate it in order to be pro like me."

I'm actually just very good at curb stomping randoms on a team. :ssh:

Dang, Russ is right. This isn't complete gamebreaking bullshit. Nothing to see here.

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