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armchairyoda posted:But they look weird. Hey if you're at least facing AT your target then you're doing better than half the (sober?) tier 4s and 5s out there so at the very least that puts you in the Elite Drunk tier.
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# ? Aug 18, 2016 08:32 |
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# ? Jun 7, 2024 12:24 |
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armchairyoda posted:But they look weird. I guess we can come up with some semi-optimal builds that only require you to utilize one weapon group. You'll still be able to roll your head over your keyboard if you feel like it .
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# ? Aug 18, 2016 08:33 |
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My favorite "one weapon group" mech that does 30 damage exactly was a 5 mplas zombie crab. So long as you can wiggle a bit randomly while shooting and roll the damage you can make a first class distraction. Admittedly this was before they got slightly larger post resizening. Can probably still do it though.
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# ? Aug 18, 2016 08:43 |
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Tank Boy Ken posted:I guess we can come up with some semi-optimal builds that only require you to utilize one weapon group. You'll still be able to roll your head over your keyboard if you feel like it . Another problem that is solved by a 5x5 Mauler. Is there anything this thing cant do?
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# ? Aug 18, 2016 09:03 |
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Yolomon Wayne posted:Another problem that is solved by a 5x5 Mauler. It cant keep you confined to the Star Citizen thread, apparently.
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# ? Aug 18, 2016 09:44 |
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Skoll posted:It cant keep you confined to the Star Citizen thread, apparently. Truly, its only weakness.
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# ? Aug 18, 2016 09:48 |
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Skoll posted:It cant keep you confined to the Star Citizen thread, apparently. Harsh but fair.
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# ? Aug 18, 2016 09:48 |
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This change will probably give even more benefit to the ENF-5P with 2x UAC5 Hold mouse button down forever and never overheat while you shoot all the things
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# ? Aug 18, 2016 10:07 |
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Ahdinko posted:This change will probably give even more benefit to the ENF-5P with 2x UAC5 If you're holding the mouse button down, UAC5s aren't doing anything for you.
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# ? Aug 18, 2016 10:11 |
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Russ Bollocks posted:My thoughts after playing Energy Draw today is that it's very subtle. There, its going to be
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# ? Aug 18, 2016 12:14 |
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Cease to Hope posted:If you're holding the mouse button down, UAC5s aren't doing anything for you. People UAC without firectrl.exe? Why you choose jam? Jelly?
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# ? Aug 18, 2016 17:36 |
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Cease to Hope posted:I didn't say anything about it being good. In fact, I said the opposite. Everyone is losing their poo poo about the version of the system that exists only in their fevered imagination, even so. Yeah, you're right. But I can't help it. Mr Bollocks twitter in regards to Energy Doofus is giving me Ghost Heat Introduction vibes. I'm sorry. Especially for #19 who has to read this poo poo.
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# ? Aug 18, 2016 18:15 |
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KaoliniteMilkshake posted:Ghost heat has a vague warning indicator in the mechlab, same as 'you forgot ammo' and 'you forgot armor', along with other helpful indicators. It's not explained, they just warn you about it. Firecontrol detects if MWO is your focus window or not. It's not really an install, just a stand alone executable. I don't even think you have to install auotit with it.
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# ? Aug 18, 2016 18:37 |
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Herb Dington posted:People UAC without firectrl.exe? Why you choose jam? Jelly? Isn't UAC jamming just a random chance with a fixed timeout now? So Firecontrol wouldn't make you significantly more efficient, it would just save you some finger strain (as opposed to way back in beta when you could use it to macro the un-jamming sequence). Correct?
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# ? Aug 18, 2016 18:39 |
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NihilCredo posted:Isn't UAC jamming just a random chance with a fixed timeout now? So Firecontrol wouldn't make you significantly more efficient, it would just save you some finger strain (as opposed to way back in beta when you could use it to macro the un-jamming sequence). Correct? At one point in time, jam chance depended on how quickly you were clicking.
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# ? Aug 18, 2016 18:50 |
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Cyclops quirks. v. moderate
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# ? Aug 18, 2016 19:24 |
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veedubfreak posted:Firecontrol detects if MWO is your focus window or not. It's not really an install, just a stand alone executable. I don't even think you have to install auotit with it. It's a skin for an auto hotkey script. It doesn't detect poo poo because I leave it on by accident and do hyper speed clicking all the time.
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# ? Aug 18, 2016 19:28 |
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What are your Marauder builds and/or general tips about the chassis? I don't know if I'm loving something up but jesus I can't manage to survive long enough to do anything in it - midrange, brawling, fire support, asym/symm, I always die before half the match is over with less than 400 damage. For some reason it seems to be a primary magnet, I feel like I get twice as much enemy attention in a MAD than I do in a King Crab or Stalker (let alone in a Thunderbolt or Catapult), it's frustrating as hell.
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# ? Aug 18, 2016 19:40 |
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Cease to Hope posted:But no. The problem is not "total damage versus total health". Changing alpha strike sizes or damage:health ratios can't fix the problems in MWO's core design. Design decisions like ablative HP, one life per drop, or limited ability to shoot and scoot cause MWO to be as miserable as it is, and they aren't negotiable. Permadeath in a team-based arena shooter isn't a problem, it's a choice. If you don't like that choice, that's fine. Ablative HP and relative non-nimbleness are also choices that support Permadeath, with the idea being player skill is mostly about maximizing damage output while minimizing damage taken, without damage being totally unavoidable. I mean, if players aren't shooting back at you that's entirely their thing, not the system's fault. The problem is that is still trying to get their Time To Kill where they want it and they keep changing where that is. That starts with 'total damage vs. total health.' Tweak it for the whole 'you can kill someone quickly by shooting them in particular places' (headshots, IS XL side torsos, butt harvesting etc.) Then you have to add in range brackets (long range it's easier to dodge damage plus there's damage falloff, brawling has tons of damage being done with the drawback of sometimes not surviving to get into range etc.) map design that influences those range brackets and finally assumptions/benchmarks about what loadouts people are using to achieve their damage. That's where they're messing up and making their design choices seem bad. Their benchmarks are probably set too low, causing their map design to increasingly favor the long range bracket along with the additional mechanics they keep adding and tweaking being designed to lower damage done via making you shoot less. Oh right, there's also the whole teamwork can of worms thing they can't even being to take into account because they can't get the above right.
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# ? Aug 18, 2016 19:41 |
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NihilCredo posted:What are your Marauder builds and/or general tips about the chassis? I don't know if I'm loving something up but jesus I can't manage to survive long enough to do anything in it - midrange, brawling, fire support, asym/symm, I always die before half the match is over with less than 400 damage. I've been playing a -3R with 2 PPC/2UAC/5 with a deadside and you really gotta abuse both right-side peeking and the dead left torso. you're better against assaults than anything else because you can do a quick 30+10 PPFLD alpha and let the return fire hit your deadside. Try to get up high as much as possible and always stick with a juicier teammate -- you can put out so much damage if you're escorting an assault.
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# ? Aug 18, 2016 19:52 |
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Pattonesque posted:I've been playing a -3R with 2 PPC/2UAC/5 with a deadside and you really gotta abuse both right-side peeking and the dead left torso. you're better against assaults than anything else because you can do a quick 30+10 PPFLD alpha and let the return fire hit your deadside. Try to get up high as much as possible and always stick with a juicier teammate -- you can put out so much damage if you're escorting an assault. This is how you play that Marauder, and it works incredibly well. I went with 2x AC5 and more ammo/larger engine, but the principle is the same - you're best as part of a push or second line DPS. Don't try to lead charges, as losing your right torso completely cripples you. Getting legged isn't actually that bad, and if you abuse the fact PPCs and AC5s don't require much facing time, you'll burn a lot of things down. You're a bit weak to lights, as only your torso mounted AC5s can hit them under 90m, and the cooldown of your AC5s and PPC aren't quite the same, so to maximize DPS you might find yourself facing a target constantly to get more AC5 volleys in. Do this if you're not getting focused, otherwise give up the DPS to show more of your dead side. You can try intentionally looking upward to get more of your useless left arm in on the shielding action. I really love the -3R for its durability and ability to shoot and twist, while spitting MAN MADE LIGHTNING. The other two aren't awful, but using them as LPL/AC5 boats and LPL/SRM boats the the same tactic isn't quite as strong, as they lack a lot of the structure quirks, and somehow run a fair bit hotter. The SRM boat also can't even be deadsided, so you might be better off just running MPL or MLAS. I only kept the PPC/AC build, as I think it's the strongest option.
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# ? Aug 18, 2016 22:13 |
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KaoliniteMilkshake posted:I really love the -3R for its durability and ability to shoot and twist, while spitting MAN MADE LIGHTNING. The other two aren't awful, but using them as LPL/AC5 boats and LPL/SRM boats the the same tactic isn't quite as strong, as they lack a lot of the structure quirks, and somehow run a fair bit hotter. The SRM boat also can't even be deadsided, so you might be better off just running MPL or MLAS. I only kept the PPC/AC build, as I think it's the strongest option. It's just so rewarding to watch RIVULETS OF MOLTEN METAL coming off your enemies when you can land your shots.
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# ? Aug 18, 2016 22:26 |
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https://mwomercs.com/news/2016/08/1613-energy-draw-public-test-session Spoilers: it's another set of stats for each gun and mech and it won't fix anything at all.
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# ? Aug 18, 2016 22:38 |
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veedubfreak posted:At one point in time, jam chance depended on how quickly you were clicking. Yeah I thought it was still this. Used to be that you only jammed if refiring within 150ms. I guess now it's solely chance-based then. Herb Dington fucked around with this message at 22:59 on Aug 18, 2016 |
# ? Aug 18, 2016 22:42 |
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Fil5000 posted:https://mwomercs.com/news/2016/08/1613-energy-draw-public-test-session Dadlas firing four SRM6A plus the AC/20 gets 14.35 extra points of ghost heat
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# ? Aug 18, 2016 22:43 |
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EponymousMrYar posted:Permadeath in a team-based arena shooter isn't a problem, it's a choice. If you don't like that choice, that's fine. Ablative HP and relative non-nimbleness are also choices that support Permadeath, with the idea being player skill is mostly about maximizing damage output while minimizing damage taken, without damage being totally unavoidable. I mean, if players aren't shooting back at you that's entirely their thing, not the system's fault. The problems with MWO are inevitable consequences of those choices. You can tell people to git gud all you want, but until you find a group of 11 other tryhards (or quit MWO I guess), you're going to have to live with the obnoxious consequences of a system with hosed up incentives. Anyway. Energy draw fucks brawlers straight in the rear end, big shocker.
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# ? Aug 18, 2016 22:52 |
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Fil5000 posted:https://mwomercs.com/news/2016/08/1613-energy-draw-public-test-session On first read: It's better than ghost heat. I do like that they'll remove Gauss ChargeUp. Downside: you're basically limited to 20 DPS. Tank Boy Ken fucked around with this message at 23:02 on Aug 18, 2016 |
# ? Aug 18, 2016 22:55 |
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Cease to Hope posted:The problems with MWO are inevitable consequences of those choices. You can tell people to git gud all you want, but until you find a group of 11 other tryhards (or quit MWO I guess), you're going to have to live with the obnoxious consequences of a system with hosed up incentives. The problems you have are endemic with all single death, single health bar FPSs. You could say the exact same thing about CS:GO, Rainbow 6, etc. Note that those games are pretty generally accepted to be good and relatively well balanced. The core problem is that they are trying to stay true to a table top game that was balanced around randomly rolling a hit location for each weapon, yet they want the long TTK and whittling down of your opponent that such a system produces. The way to fix this is, as has been said by many others many times before, a cone of fire for each weapon. That's never going to happen, though, as your average FPS player chimps out when they perceive any kind of randomness crimping their l337 snypah play style.
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# ? Aug 18, 2016 22:57 |
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Fil5000 posted:https://mwomercs.com/news/2016/08/1613-energy-draw-public-test-session The Gauss charge mechanic has been removed. Hell yeah
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# ? Aug 18, 2016 22:59 |
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Pattonesque posted:Dadlas firing four SRM6A plus the AC/20 gets 14.35 extra points of ghost heat Oh for gently caress'S sake.
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# ? Aug 18, 2016 23:03 |
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Gauss pop tarts 4eva
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# ? Aug 18, 2016 23:05 |
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Great Beer posted:The Gauss charge mechanic has been removed. gently caress no. It was an actually unique and skill-testing mechanic that made the weapon play differently from PPCs, and which fixed an existing problem without railroading players into changing their builds. So yeah, let's throw it away in favour of a dumb cooldown increase. Also did anybody note how in this system PPCs are treated exactly the same as lasers of equivalent damage?\ So yeah, welcome back 2PPC1Gauss, literally nobody missed you. Except for Paul, that is.
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# ? Aug 18, 2016 23:05 |
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lol 4 guass kodiak is about to be a thing much more than before.
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# ? Aug 18, 2016 23:06 |
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Cyrano4747 posted:lol 4 guass kodiak is about to be a thing much more than before. Oh don't worry, the design geniuses at PGI have found an elegant and clever fix to the problem: quote:• ‘Mechs are now restricted to equipping no more than 2 Gauss Rifles*. ‘Mechs with more than 2 Gauss Rifles already equipped will be considered Invalid, and will be unable to launch into matches.
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# ? Aug 18, 2016 23:07 |
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oh man, so not regretting not playing this game since March.
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# ? Aug 18, 2016 23:08 |
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Gauss Rifle Cooldown: 10 seconds. There PGI, I solved your problem.
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# ? Aug 18, 2016 23:11 |
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NihilCredo posted:Oh don't worry, the design geniuses at PGI have found an elegant and clever fix to the problem: The best part is that it makes one of my favorite canonical mechs, the Thunder Hawk, pgi illegal.
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# ? Aug 18, 2016 23:12 |
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Cyrano4747 posted:The best part is that it makes one of my favorite canonical mechs, the Thunder Hawk, pgi illegal. Hey now, there's no way that this game will last long enough for the timeline to advance to where that mech is produced. wait, that's a Starleague mech? oh dear.
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# ? Aug 18, 2016 23:17 |
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Cyrano4747 posted:The problems you have are endemic with all single death, single health bar FPSs. You could say the exact same thing about CS:GO, Rainbow 6, etc. Note that those games are pretty generally accepted to be good and relatively well balanced. In all of those games you have a short health bar relative to damage, and rely chiefly on not taking damage at all to survive. MWO is not a game where you can reliably not take damage at all - but incentives push pubbies try anyway, with LRMs and ERLLs and cowardice. A cone of fire doesn't fix the core problem. It's just another variation on reducing DPS and increasing TTK. Cease to Hope fucked around with this message at 23:21 on Aug 18, 2016 |
# ? Aug 18, 2016 23:18 |
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# ? Jun 7, 2024 12:24 |
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Cease to Hope posted:In all of those games you have a short health bar relative to damage, and rely chiefly on not taking damage at all to survive. MWO is not a game where you can reliably not take damage at all - but incentives push pubbies try anyway, with LRMs and ERLLs and cowardice. Those games also lead to a lot of campy playing from people who don't want to get shot on the internet. It really sounds like your core problem is with single death multiplayer games, which is fine, but it's a model that clearly works well for others. PGI's done a lot of things to gently caress up, but not having respawns isn't exactly one of them. I mean, poo poo, everything you're talking about also applies 1:1 to World of Tanks, including the larger health bars compared to CS:GO and the propensity of pubbies to find a edit: and yeah, a ocne of fire would help fix it because it would actually mean your alpha isn't pinpoint at range. That's a big part of what has led to the TTK problems they have. Frankly it sounds like you just hate single death multiplayer games, in which case this probably just isn't a game you'll ever enjoy.
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# ? Aug 18, 2016 23:22 |