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Crow's Mechwarrior Balance Suggestions


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#1 Carrioncrows

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Posted 29 March 2013 - 11:12 AM

Crow’s Mechwarrior Balance Suggestions -

This feedback and suggestion is meant to by tied in with my Massive feedback found here: http://mwomercs.com/...eedback-thread/

The massive feedback focused on gameplay, end game and suggestions whereas this feedback is tailored for weapons and equipment specifically.

Heat Effects

Add heat effects nothing drastic but a few simple things

High heat effects targeting HUD to a more extreme measure

High heat effects movement speed dropping your speed as much as 20% at a full 100% heat and 10% at 90% heat.

Engine Hits reduces your cooling efficiency and max speed.

Destroyed locations

Firing into a destroyed location only transfers a portion of the damage, roughly 50%. Mechs are large, just because something has been turned into useless doesn’t mean it won’t soak damage. Continuously firing into a mechs destroyed appendage will transfer some damage but you are far better off aiming for that undestroyed location.

Just because table top handles the whole idea of mech damage transfer doesn’t mean it should carry over to the FPS game. Due to the pin point nature of MWO there really isn’t a reason why it should continue to transfer full damage.

This would allow mechs to be a little less fragile but at the same time open up a world for crit seeking weapons to deal internal damage through destroyed locations.
Sort of a “easy to crack hard to kill”.

Single heat Sinks

Up the Single heat sink efficiency to 1.2 and the SHS in the engine up to 1.5. Keep doubles where they are at.

Every mech might as well cost 1.5 million cbills and come with doubles as Single heat sinks are beyond useless. If I can overheat with a medium laser and a LB10-X on Tourmaline Desert with 10 SHS then they are seriously useless.

Remove Zoom

Zoom needs to be removed; notice the zoom module can still be utilized and equipped.

Provided once it gets cleaned up and usable but the innate zoom feature is destroying a lot of the functionality of some of the smaller ranged weapons. You’ll see a shift away from pin point sniper weapons to a more combined arms approach and though brawling will come more prevalent boating will be less so.

You can still hit mechs from extreme range but you'll no longer be able to use the pinpoint accuracy outside of having a zoom module. This will increase the skill needed to long range snipe, as it should be.


SRM

Make SRM’s track just like Streaks but with the following stipulations

AMS now engages SRM's whether they be tracking or dumb fired.

SRM’s would have missile agility and occasionally lose lock, they can also be dumb fired.

SRM’s would have Erratic and spiral flight patterns but still track the target. (See picture) (Artemis, Tag and Narc Decrease the pattern)
Posted Image

Stagger launch – It should take a full second to unload six SRM’s per launcher – (so 2 launchers could still launch 12 srms in the same 1 sec, but it would take 2 secs to launch 12 srms from a single missile port

Streaks

Streaks would have increased missile agility but nowhere near what they have now with the silly Halo’n effect around mechs or doing a 180 out of the launchers.
Streaks would adhere to the Erratic and spiral flight patterns of SRM’s but just smaller pattern. (Artemis, Narc and Tag decrease the pattern)

Machineguns

Machineguns are worthless. Worthless damage, worthless critical effects, worthless in all things.
Buff
Damage 0.2 dmg
Rof: 10 shots a sec
Ammo – 200 rounds for half ton ammo and 400 rounds for a full ton of ammo. Machineguns should be the only weapon eligible to equip half ton ammo bins.

Flamers

Like MG’s the flamers blow chunks
Damage 0.15 Dmg
Heat Dmg: 0.1 dmg a sec
ROF: 10 shots a sec
Heat: 2 heat a sec.

In a nutshell flamers should have 1.5 DPS a sec and cause 1 heat a sec to the enemy all the while incurring 2 heat a sec to the mech per flamer. So a mech with 4 flamers would deal 6 dps cause 4 Hdps and suffer 8 heat per sec This should never be able to shut a mech down but keep their heat up there so if they fire heat generating weapons they could potentially shut themselves down.

The heavy heat penalty is to keep it from being boated, where I can be useful to heat up a target at the cost of your own heat but the toll to do so should be severe.

Lasers General

Reduce Range of Regular lasers ability to deal damage past effective range

Large, Medium and Small laser would deal damage up to 1.5x effective range

ER Lasers would deal damage up to 2x effective range

Pulse lasers would deal damage up to 2x effective range.

With zoom removed this brings lasers back into a more acceptable bandwidth with regular lasers being the generic middle ground leaving pulse lasers a heavy punch niche and the ER lasers the long range niche.

Pulse lasers

Pulse lasers need a buff in the way they deal damage. On paper they look good but in game they weight too much, generate too much heat for too little reward. So rather than increasing damage or tinkering with their heat a simple rearrangement of how they deal damage is in order.

Pulse lasers like regular lasers deal their damage in a continuous beam spreading the damage out throughout the duration. In Table Top pulse lasers got a +2 hit bonus for being easier to aim, I would like to simulate this by breaking up the way the damage is dealt.

Medium Pulse laser now – deals damage in 0.75 secs

Which means every 0.25 secs the Medium pulse laser deals 2 damage in several hits Instead I would like to break the Pulse laser up into 3 parts, first 0.25 secs, the second 0.25 secs and the third 0.25.

Medium Pulse lasers – deals damage in 0.75 secs
First 0.25 secs – deals 1 damage in several hits
Second 0.25 secs – deals 4 damage in several hits
Third 0.25 secs – deals 1 damage in several hits

The pulse lasers would deal the bulk of their damage in the middle of their beam, allowing a person to aim and quickly correct their aim if need be losing only minimal damage followed by the bulk of the laser damage then tapers off with the last 0.25 secs dealing 1 damage again.
All pulse lasers should be buffed this way, example

Large pulse laser
First 0.25 secs – Deals 2 damage in several hits
Second 0.25 secs – Deals 6 damage in several hits
Third -0.25 secs - Deals 2 damage in several hits

Small pulse laser
First 0.16 sec – deals 0.5 dmg in several hits
Second 0.16 sec – deals 2 dmg in several hits
Third 0.16 sec – deals 0.5 dmg in several hits

Ballistics
In General give all ballistics except for the gauss rifle more internal hit points. They should have 20-25 HP as they are bulkier heavier weapons that should last until the location itself gives out or they were destroyed with crit seeking weapons.

Autocannon / 5
The Autocannon / 5 has the worst DPS of any AC in the game. Simply put they need a buff, easiest way to do this is give the AC5 the cycle time of a UAC5. This would put them on par with each other but allow people who use the UAC5 to have access to Double Rate fire, which is as it should be.

AC 10
Decrease cycle time down to 2.1 secs instead of 2.5 secs.

LB10-X
Keep the cycle time of 2.5 secs but tighten up the spread so at 540m you should hit a mech sized target with 7/10 pellets.

That's it, this game is so close to being perfectly balanced it's scary but the few things that are not balanced tend to ruin it for some of us. PGI has done an excellent job and a few of these suggestions would make it perfect.

Edited by Carrioncrows, 29 March 2013 - 11:45 AM.


#2 Ocilfa

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Posted 29 March 2013 - 01:38 PM

Awesome ideas, agree with them all.

Btw, I love the Carrion Crows. Front Mission is amazing.

#3 Carrioncrows

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Posted 30 March 2013 - 03:05 PM

At the very least I hope it gives developers some idea's.

#4 Nihtgenga

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Posted 30 March 2013 - 03:27 PM

I also agree roughly, but tend to disagree on the uneven Pulse-Laser damage split, on the ACs, and miss NARC/ECM adjustments.

For the ACs, they're having the advantage to unload all damage to one location over energy weapons, so far it is ok. BUT: The smaller the gun, the higher the range and -in consequence- the easier is the hit in TT. Somewhat like with the Zoom, this is now not in line with what MWO does. There is simply no sense whatsoever in taking an AC/2, because you can have better damage output easier. E.g., 3xAC/2 do need more aiming (2 volleys vs. one hit), weight, heat and slots than a Gauss. So why not use a Gauss, if you are not weight-limited? Why not using 2xUAC5? The usual fight range will be anyway much shorter than the max range of the AC/2. So what is it good for? In TT, you can do AAA, where the AC/2 has its place. But currently, there is nothing like that, and on the buffed armour/internals of MWO, an AC/2-hit is more like flying chickenshit. The current mechanics only leave UAC5, LBX-10, AC/20 and Gauss as reasonable ballistics.

#5 Carrioncrows

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Posted 30 March 2013 - 04:31 PM

In some cases I agree.

Due to the current nature of MWO - Zoom specifically - the MWO gameplay caters to pop out of cover alpha strike with pinpoint damage and then step back into cover while all your weapons are on cooldown.

The reason for doing this is because with zoom you can do pinpoint damage and the reason to step back into cover is to avoid getting hit with pinpoint damage.

This leaves the AC2 as you mentioned considered as a sub-par weapon or at best a suppression weapon despite it's phenomenal DPS. And that is really the root of the issue, dps based weapons are really outclassed by burst damage weapons.

With the shift to the above mentioned changes and removal of zoom mainly you would see the AC2 weapons become slightly more useful because at the long ranges you would be using these weapons the strength in quick follow up shots would gain more benefit as misses are more prevalent. Would the AC2 be on par with other weapons? probably not as it's just an AC2 but it would still have it's role.





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