Why would they remove FPS counter just so they can rework it?
My guess as to the reason that they pulled fps/pos is that Mish, myself and other coders like us are able to use the (x, y, z) coordinate information given by this readout to establish exact memory locations where mech position is stored. This, and reading out this information is the basic premmis behind the memory scraping tool that Mish hacked up a while back.
Suppose one were to sync drop 8man teams, and have everyone read off their spawn (x, y, z) tripple. This uniquely locates in RAM the position information for every mech on the field under the current 8man game model and is all the information one would need to build an aimbot. Need I go on?
Mish an I never took that second step, but we sure as hell knew how to and with the aimbot rumors flying around I'm sure that several other teams have. It's not like this sort of memory hacking is hard at all given a modicum of background in systems programming.
Without this "known value" tripple to look for building an aimbot from scratch becomes much harder as it requires one to reverse engineer much of the game itself rather than simply take a ram dump and search for these known values, massively increasing the skill level required for one to construct an aimbot or other cheats from scratch and freeing PGI to take defensive measures such as randomizing their memory layout to defeat existing aimbots.
How are the hitboxes on the Quickdraw?
One thing that's weird is if you put the srm4 first and then the srm6, the 6 comes in a sidelauncher that only has 5 slots. But if you put the srm6 first, it comes in a 6launcher, and the 4 comes in a 5launcher. But, in-game it reverts back to sticking the srm6 in the 5launcher.
According to PGI this is an 'artistic' choice.
Yeah, haven't tried it yet, but I'm dubious of the Quickdraw being a suitable XL platform due to its large STs. I mean, at that point I'd sooner just take a Dragon and have a Ballistic slot to make use of, which can actually utilise the extra weight properly vs say, two PPCs which are going to overheat you really fast for only 5 more damage per salvo without being able to fit enough heatsinks to really make it worthwhile.
I'm actually not yet convined by PPCs on the QD in general since they don't fit that well with its skirmishing role.
I don't use PPCs
Then don't use an XL, extra ranged firepower is pretty much the only reason you should at medium weight or above. The equipment/ammo you gain is worthless vs the decreased longevity, particually at brawling ranges and harrassing LRMs are pretty much a complete waste of tonnage (a pretty large waste at that, you'd be better off using that same tonnage to replace an MPL with an LL).
I need extra speed, 81KPH is not enough really (it is just fine for a firesupport Blackjack but not for a brawler, especially one size of a Quickdraw). Upgrading to higher rated standard engine is not an option unless i strip of everything from my mech. I'm talking about getting at least 10KPH extra speed, before speed tweak.
Not actually sure if what i do is brawling in proper sense. It is more like killing my enemy before they can hurt me... Non-standard (as in, something-else-than-heavy-hitter-weapons) glass-cannoning? Only, i do it up close, not at range.
For SPLs I need to test if the buff actually made them worth a crap vs MLs.
EDIT i don't need more than one ton armor per leg, if people shoot me in the legs, upping it to 40 or so won't help me. Luckily they don't shoot my legs. Usually.
For some reason people have immediately grasped that it's a good idea to leg Quickdraws thanks to their narrowish CTs
They are pretty good now. I ran with a 6x SPLAS Jenner last night and had good results. They now have 13% better damage/heat ratio than MLASes, which doesn't sound like much, but since their raw DPS is also about the same as MLASes that translates to a straight sustained DPS advantage on paper.
I'm going to have to give this a try, might be worth rebuying a Jenner F just for that.
There we go.
Low skill bracket, people are stupid
EDIT Duh, people started legging. Though i'm convinced it is half-accidental.
And Quickdraw makes a great zombie. In this one match, i lose my right torso, and thus 3/4ths of my lasers. Then i lose my left torso, losing 2/3rds of my SRM4s. Ah, no matter, i still have one SRM4... and... boom! There goes one Jenner, presumably from a CT crit.
Perhaps i'll keep the Standard, since XLs are so expensive, i'd rather get another Quickdraw variant ASAP.
This is what i cooked up for 5K: QKD-5K
Posted the previous version with an XL earlier, this one will last longer.
Also, it is very stupid one Jump Jet is more than enough for most maneuvering and climbing situations. There is practically no advantage of having multiple ones... they need to make the fuel amount and recharge speed scale with JJs, and even more than that, canyon walls should be really unclimbable without JJs.
Personally I find a single streak to be not worth the tonnage since you're unlikely to get through even a single ton of ammo in a match and it's very spread and unreliable damage. You could replace it with two extra SPLs (which would give you a decent backup punch for when things get in range) But that's just niggling the secondary functions of what looks like a pretty solid mech.
I'm really starting to think that more so than most mechs, the success of a 'standard' Quickdraw (mixed lasers and SRMs) is much more to do with the overall skill of the pilot than the build itself. 'but Nick, isn't that the case with most mechs!' well no, because of the dangerous middle ground that the QD sits in, not heavy enough to bring super armour and weapons, not light enough to easily kite away from a showdown, situational awareness and the ability to spread damage all around your own body while sniping off individual hostile components makes it really demanding on the Pilot.
The games when I've done best in this thing (which has been getting pretty regular) are the games where I've been left standing with 25-30% left on my mech status, missing a leg, a torso, all of my armour and having dished out 300-400 damage. It's a literal ship-of-the-line, first in to draw the firepower and fast enough to force the hostile team to move and turn to keep firing on you while your allies tear them up unharrassed.
Doing all that while keeping yourself safe is about as close to the line as you can stomp and it's proving quite the rush.
It'd be cool if the lasers actually sliced the skinny pine trees as the mech strafed. I don't even know if that would be realistic or not; just a thought as I watched through some gameplay.
Okay, pulse lasers are good now. The fast beam duration is great. Makes hit-and-run tactics more effective.
Stripped off the ERPPC from the spider and put in 3 mpl + extra DHS. Pretty effective at harassing (destroys back armor!) and hunting down weakened mechs.
Made some adjustments to the jenner-D. 4 spl 2 ssrm 1t ammo BAP 1 JJ XL295 (it was that or keeping the XL300 and stripping half a ton of armor).
Might try running some lpl's on my 9M awesome, maybe. EDIT: Heh, seems effective. I fitted one on a treb too - prelim results are satisfactory.
They don't seem OP, are heavier, are more heat-intensive. But it seems PGI has made them not-useless. Looks like there's a role for them now.
Weight DPS Damage/heat Range Beam duration
ratio
Small Pulse vs Small +0.5 (+100%) +24% -6% - 0% -33%
Medium Pulse vs Medium +1.0 (+100%) +28% -4% -33% -25%
Large Pulse vs Large +2.0 (+40%) +25% -3% -33% -25%
That's what my awesome is
More Jenner variants is good, a nice gesture to a grieving Dad is good, and money to charity is good. Well done PGI. What are the designs on the skin? I see a bullseye, a unicorn, and some stars. Can't make out the others.
Edit. And a Teddie Bear on the thight?
https://twitter.com/pgi_thegarth/status/349584295339364352 said:@Druidika No patch today - next patch is the 2nd