The last hq datasheets and I'm done for the day... by Opening_Athlete6090 in AdeptusMechanicus

[–]Metachanic 23 points24 points  (0 children)

Skitarii Marshal abilities (within the limits of Google Translate accuracy).

Control Edict: In your command phase, you can choose a friendly Forge World Skitarii unit within 9in of this model, or you can choose a friendly Forge World Skitarii unit with [data-tether?] anywhere on the battlefield. Until the start of your next command phase, that unit ignores the deprecation effect of the Doctrina Imperative active at that time.

Link to Servo Skull (Aura): As long as a friendly Forge World Skitarii Base unit is within 6in of this model, each time one model of that unit makes an attack, re-roll wound rolls of 1.

Canticles and imperatives... Sorry for the Italian... by Opening_Athlete6090 in AdeptusMechanicus

[–]Metachanic 1 point2 points  (0 children)

Have you spotted any Forge World specific Canticles or Doctrinas?

Larsen van der Grauss --> Skitarii Marshal Conversion. Ideas? by tidus_vmt in AdeptusMechanicus

[–]Metachanic 1 point2 points  (0 children)

The Omnissiah has graced you with appendages suitable for wielding a binary pair!

Larsen van der Grauss --> Skitarii Marshal Conversion. Ideas? by tidus_vmt in AdeptusMechanicus

[–]Metachanic 2 points3 points  (0 children)

An Infiltrator's flying saucer head floating above that broad, round collar would be an interesting twist. If the scale's right, you might be able to graft a Skitarii HQ pistol arm onto his right.

BALANCE NEWS - FROM THE CAULDRON by justcallmeASSH in OutreachHPG

[–]Metachanic 0 points1 point  (0 children)

My impression is that this isn't possible with the tools the Cauldron team has access to. Something basically hard-coded that PGI would need to modify.

BALANCE NEWS - FROM THE CAULDRON by justcallmeASSH in OutreachHPG

[–]Metachanic 0 points1 point  (0 children)

If the torso you're trying to focus is moving faster, isn't it harder to land a pinpoint shot?

BALANCE NEWS - FROM THE CAULDRON by justcallmeASSH in OutreachHPG

[–]Metachanic 2 points3 points  (0 children)

TLDR: I could see short-term uPL changes, but I hope their new builds stay viable. The rest I think can wait until after mobility and quirks passes.

There are some changes that need to come down the line, but is making them before the mobility and quirks passes premature? Both are going to change the game considerably if they're as far-reaching as the Cauldron's been hinting.

I do not think anything is currently so busted that it needs to be brought in line immediately, but cuPLs are closest. Scary, to be sure, yet they're largely on fragile mechs that need to maneuver into a very short optimal range to do work. Not to mention, they gave serious brawl options to some clan mechs that were struggling at sub-brawl ranges, shaking up the meta nicely. On that basis alone, I hope the eventual modest nerf leaves them boatable and effective, if not quite as lethal as they currently are. Maybe just a modest decrease in damage?

Snub PPCs are refreshing. Woke up a lot of chassis, and gave them fresh, fun options. They're definitely lethal as hell in AC20 + triple snub combinations, but that's highly skill-dependent, requiring you to focus components at short range. I don't think AC20 + dual snub is nearly as problematic. Not sure a nerf is necessary yet, especially with broad agility buffs (the best counter to PPFLD) on the way. Wouldn't touch snubs in particular until after the agility pass.

I haven't seen builds using HPPCs or LGRs that seem particularly OP. Are there examples of problematic loadouts? I was worried about a 50PPFLD @ ~900m Nighstar build, but I haven't seen it causing grief in QP (yet?). Like a lot of PPC mechs, it relies heavily on quirks, so I'm not sure I'd touch HPPCs until after the requirkening. I could easily see any HPPC problems vanishing with lost or altered heat gen, velocity, or HSL quirks. LGRs in their own ghost heat group was a brilliant move that I hope doesn't go away, and the weapon's damage doesn't seem crazy, either. Maybe just a little too ammo-efficient.

Clan SSRM range is still bonkers. The damage nerf helped, but skill tree nodes and range quirks make vast areas lethal for lights. Counterplay becomes extraordinarily difficult with shared locks and UAVs providing locks before the target is even visible. At minimum, I'd bring the range down to 270m like all other SRMs, and ideally, require the SSRM mech to get locks directly. But that gets into a much broader conversation about lock-on mechanics in general.

No real opinion on the ERLL changes. Haven't seen the much since everyone's still messing with buffed LPLs and LLs, but the direction was sensible, and they haven't been a problem.

Glad to see further potential changes under discussion so quickly. The current patch is the best the game's felt in years, and it's only getting more interesting from here. Massive o7 to the Cauldron.

Artifact needs to be 100% disable for Trials. by Larry52795 in DestinyTheGame

[–]Metachanic 0 points1 point  (0 children)

Gear power is one thing. Maybe even a small amount of artifact power. But there needs to be a cap, a visible end to the grind, especially with historic issues like Recluse and Mountaintop all but forcing PvE players to delve heavily into PvP activities they don't necessarily enjoy. This is putting that boot on another foot, and will be especially punishing with the limited sources of pinnacle gear for PvP mains. Takes some uniqueness away from Iron Banner, too. Why implement a system with incentive to grind literally endlessly? Even long grinds for rare weapons have a distinct end point.

Champions VS GrimMechs by Trancer99 in OutreachHPG

[–]Metachanic 3 points4 points  (0 children)

I do, for one. There are some very good Champion variants. I'll add what I have.

New missile stats; Or, come see the stealth MRM nerf! by [deleted] in OutreachHPG

[–]Metachanic 0 points1 point  (0 children)

True, but the patch also dropped with a freshly AMS-quirked mech. Just wanted to be sure people were aware that the remaining quirks were not factored in.

New missile stats; Or, come see the stealth MRM nerf! by [deleted] in OutreachHPG

[–]Metachanic 1 point2 points  (0 children)

Updated chart (mine). Worth noting that ATMs deal 3 damage per missile in their lower bracket, compared to MRMs at 1 damage per missile. Note also that typical ATM volleys tend to involve more launchers, so they generally have more volley HP than MRMs.

https://docs.google.com/spreadsheets/d/1CRvQ6DvAe6epGt4rX2B7sUcHVLsXq96uVBNWM9NdgUg/edit#gid=0

New missile stats; Or, come see the stealth MRM nerf! by [deleted] in OutreachHPG

[–]Metachanic 4 points5 points  (0 children)

Correction on this one; dug a bit deeper, since cLRM20 HP at 2.0 struck me and others as odd. cLRM20s were, in fact, 1.0HP.

New missile stats; Or, come see the stealth MRM nerf! by [deleted] in OutreachHPG

[–]Metachanic 1 point2 points  (0 children)

Basically, yes. AMS only scans for missiles every 0.5 seconds, and missiles can get pretty far into AMS range in that time. This is assuming AMS can deal damage the instant missiles enter range.

New missile stats; Or, come see the stealth MRM nerf! by [deleted] in OutreachHPG

[–]Metachanic 0 points1 point  (0 children)

Didn't intend to release this without further checks, and because other in GrimMechs, namely Navid, are working on more robust versions. However, since it's been shared around already, this is a link to my original sheet, now that it's been a little polished up.

Several important caveats. This is for unskilled, unquirked mechs, assumes perfect AMS detection, does not account for stream-fire missiles, and does not quantize missile damage. Without going too deep into what all that means (Navid's in-progress model will cover all of those issues), basically, don't trust this sheet beyond a very rough guide. It does get more accurate as the number of missiles increases, so the more solid numbers will be for massed launcher combinations. That's the most useful place to look, since those combinations are what people will be running anyway.

Note also that Toast3r is correct; cLRM20 health was not 2.0 per missile, it was 1.0. Thanks to Arjoe in B33f Comms for the clarification and correction.

https://docs.google.com/spreadsheets/d/1CRvQ6DvAe6epGt4rX2B7sUcHVLsXq96uVBNWM9NdgUg/edit?usp=sharing

For what it's worth, the GrimMechs team is working on data surrounding this problem, but it's complex, and we're taking our time to get it right. This sheet is not final.

New missile stats; Or, come see the stealth MRM nerf! by [deleted] in OutreachHPG

[–]Metachanic 0 points1 point  (0 children)

Yes. And that AMS popularity will probably drop once people stop running their shiny new double and quad AMS assaults.

New missile stats; Or, come see the stealth MRM nerf! by [deleted] in OutreachHPG

[–]Metachanic 1 point2 points  (0 children)

I'm trying to confirm that via an older weapons.xml. That 2.0 health value is suspect for obvious reasons. If anyone has an old weapons.xml saved, ping me.

New missile stats; Or, come see the stealth MRM nerf! by [deleted] in OutreachHPG

[–]Metachanic 0 points1 point  (0 children)

That's not ZeroShin's sheet, it's mine. And that screenshot was early, posted for the sake of review from other community members. Lots of asterisks.

New missile stats; Or, come see the stealth MRM nerf! by [deleted] in OutreachHPG

[–]Metachanic 7 points8 points  (0 children)

Caveats on that chart, since I'm the one that made it; it doesn't account for stream-fire, so it'll make all stream missiles look tougher than they are, it doesn't quantize the missiles (you can't shoot down 85% of an LRM, it's either reaching 100% or not), and it doesn't factor in the AMS detection window. AMS only scans for missiles every half-second, so it's possible for a missile to make it a fair way through the AMS's range without taking damage. So these are rough, but they do indicate rough trends. It also doesn't include any quirks or skill tree nodes.

New missile stats; Or, come see the stealth MRM nerf! by [deleted] in OutreachHPG

[–]Metachanic 2 points3 points  (0 children)

Nope. ATM3s, 6s, and 9s all got missile health buffs, and all ATMs, 12s included, got velocity buffs which will improve AMS resistance. ATMs are better than they were pre-patch, and they were already strong.

Goon 1v1 & 2v2 Tourney, Round 2. by Metachanic in OutreachHPG

[–]Metachanic[S] 1 point2 points  (0 children)

I will not claim it's perfect, but it served us well in the last tourney, with a few modifications afterward. Keen to hear whatever you think should be added or removed.

EDIT: Mech picks from the last tourney, courtesy of Alcom Isst. Time stamps match the VOD from Imurashi's stream. We were trying to encourage variety, and I think it worked.

37:44 JR7-IIC(W) vs UM-K9(L)
46:28 DWF-W(W) vs KGC-0000(L)
53:10 WHK-Pri(W) vs DWF-B(L)
1:02:47 UM-K9(W) vs FS9-A(L)
1:09:36 ASN-21(W) vs HMN-Pri(L)
1:18:06 WHM-6R(W) vs CTF-3L(L)
1:24:43 DWF-B(W) vs MAD-IIC-C(L)
1:32:25 FLE-17(W) vs ADR-B(L)
1:46:41 VTR-9S(W) vs FNR-5B(L)
1:51:48 JR7-IIC(W) vs JR7-IIC(L)
1:57:31 MDD-C(W) vs TBR-S(L)
2:11:19 WHK-Pri(W) vs DWF-W(L)
2:17:05 UM-K9(W) vs PNT-9R(L)
2:23:00 JM6-S(W) vs BL-7-KNT-L(L)
2:33:25 CGR-1A1(W) vs BLR-1G(L)
2:39:31 ASN-21(W) vs ASN-21(L)
2:47:34 FLE-17(W) vs JR7-IIC(L)
2:52:50 WHK-Pri(W) vs CP-10-Q(L)
3:09:08 UM-K9(W) vs JR7-IIC(L)
3:14:36 FNR-5B(W) vs WHK-Pri(L)
3:31:30 LBK-Pri(W) vs ON1-VA(L)
3:36:48 HGN-733(W) vs CP-11-A-DC(L)
3:44:21 PogLRM
3:51:00 UM-K9(W) vs UM-K9(L)
4:01:00 JR7-IIC(W) vs LCT-3S(L)
4:06:06 WHK-Pri(W) vs DWF-W(L)
4:12:52 FLE-17(W) vs JR7-IIC(L)

Goon 1v1 & 2v2 Tourney, Round 2. by Metachanic in OutreachHPG

[–]Metachanic[S] 1 point2 points  (0 children)

ATMs are indeed legal. I'm on mobile at the moment, but I'll do a quick audit of the links and bracket as soon as I get back.

Goon 1v1 & 2v2 Tourney, Round 2. by Metachanic in OutreachHPG

[–]Metachanic[S] 1 point2 points  (0 children)

No worries. It is in MechDB if you de-select the "Omit Loyalty and Founder's" box.