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Game Balance Tweaks From Varangian Guard Of Frr


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#1 rgreat

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Posted 06 July 2013 - 12:29 PM

Balance tweaks suggestion from unit Varangian Guard of Free Rasalhague Republic.

01. DHS - Increase heat dissipation from 1.4 to 2.0, decrease heat scale bonus from 1.4 (and 2.0 for engine DHS) to 1.0.

02. PPC - Increase heat 8 -> 10. Done by PGI!

03. ER PPC - Increase heat 11 -> 15. Done by PGI!

04. SRM - Increase damage per missile from 1.5 to 2.0. Done by PGI!

05. LRM - Decrease damage per missile from 1.1 to 1.0, slightly increase hit chance
from simple LRM launcher without Artemis and TAG/NARC.
Slightly widen missile spread with Artemis/TAG/NARC.

06. AC/2 - Decrease heat from 1.0 to 0.5, increase cool-down from 0.5 0.52 to 0.66(6). Tweaked a bit by PGI.

07. AC/10 and LB-X/10 - Reduce cool-down from 2.5 to 2.25. Widen LB-X spread back to original values. Allow LB-X to use slug ammo if loaded in mech. Add "change ammo type" button.

08. UAC/5 - Rebalance :
- Make UAC/5 use AC/5 ammo.
- Increase cool-down to AC/5 values (1.1 -> 1.5) Done by PGI!
- Make cannon double shot only on fast tapping fire button.
- Change jam mechanic from plain 20% jam chance on double shot to formula:
Jam_Chance(%) = Number_of_Double_shots_per_last_15_sec * 5% - 5%.
Results on constant double fire, Jam Chance:
0% - 5% - 10% - 15% - 20% - 25% - 30% - 35% - 45% - 45% - 45%....
- Change UnJam timer from 5 to 3 seconds.

09. All Cannons except AC/20 - Increase ammo per ton by 25%.

10. Pulse Lasers - Reduce cool-down by 20-30%. (Will generate more DPS and HPS). Done half-way by PGI.

11. Machine Gun - Increase DPS from 1.0 to 1.2. Reduce crit ability a bit. Done half-way + added structure damage bonus by PGI. Acceptable.

12. Flamer - Increase DPS from 0.7 to 1.0.

13. NARC - Make NARC missiles homing, LRM/SRM style.

15. More balance tweaks can be needed due to DHS changes. Hard to tell without testing.

Added:

16. SSRM - Increase damage per missile from 1.5 to 2.0 to be in line with SRM's, increase cool-down if needed. Done by PGI!

Added:

17. Gauss Rifle - Make Gauss autofire after fully charged without need to release fire button. Reduce cooldown by 0.75 seconds to compensate loss of DPS due to added charge delay.

Edited by rgreat, 18 September 2013 - 02:22 PM.


#2 psihius

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Posted 06 July 2013 - 12:47 PM

Agree on all

#3 Apraksis

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Posted 06 July 2013 - 12:57 PM

+1

#4 Olrikus

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Posted 06 July 2013 - 01:17 PM

+1

#5 Firewuff

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Posted 06 July 2013 - 08:27 PM

Love how all these people have the solution. DHS at 2.0 meant you NEVER over heated. They tried that and it sucked.

#6 rgreat

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Posted 06 July 2013 - 09:54 PM

We believe DHS change will improve the game. Maybe with some more balancing of weapons heat (Lasers for example).
It is up to PGI to test and approve if they want to implement this change.

But even without DHS change others points are valid.

Edited by rgreat, 06 July 2013 - 10:17 PM.


#7 tattaki

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Posted 06 July 2013 - 11:23 PM

I fully support topicstarter ! It would be nice to increase the penalties for timkilling and introduce fines for damage friendly mechs

Edited by tattaki, 07 July 2013 - 03:30 AM.


#8 Antij

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Posted 07 July 2013 - 07:06 AM

Agree

#9 Sir Helbrecht

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Posted 07 July 2013 - 10:25 AM

A very important opinion, LOL

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#10 Tomo3 14

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Posted 07 July 2013 - 11:12 AM

View PostHelbreht, on 07 July 2013 - 10:25 AM, said:

A very important opinion, LOL

Posted Image

We give PPC ******** ^^ , but its really boring - only ppc warriors wins (

#11 Ivan Erohin

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Posted 07 July 2013 - 11:23 AM

View PostHelbreht, on 07 July 2013 - 10:25 AM, said:

A very important opinion, LOL



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#12 Sir Helbrecht

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Posted 07 July 2013 - 11:24 AM

View PostTomo3 14, on 07 July 2013 - 11:12 AM, said:

only ppc warriors wins

Oh LOL

#13 ShotgunWillie

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Posted 07 July 2013 - 01:40 PM

View Postrgreat, on 06 July 2013 - 12:29 PM, said:

13. NARC - Make NARC missiles homing, LRM style.


I would think SSRM style would be more apt. Also, increase NARC Projectile velocity (either in addition to or instead of making it homing).

Make NARC that isn't blocked by ECM allow players outside of LOS to target the NARCed mech as if it were being targeted by another player that did have LOS.

Allow NARC bonus to apply against mechs covered by ECM as long as player targeting them is also within the ECM bubble.

#14 Firewuff

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Posted 07 July 2013 - 09:22 PM

Narc changes I can agree with...

#15 oldhasu

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Posted 07 July 2013 - 10:16 PM

Speaking of NARC, i would suggest increasing it hp a bit. So it is not destroyed by any hit made to the target it is attached to. Make its hp infinite but with limited lifetime (20-30 seconds, for example) might work aswell

I also want to add that, in my opinion, the general idea of weapon balancing is the following: MAKE ALL WEAPONS USABLE. Nerfing ppc-s is not a best way to make NARC or Small Laser/Machinegun/(any other ineffective weapon) more attractive.

Edited by oldhasu, 07 July 2013 - 10:33 PM.


#16 Farandir

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Posted 10 July 2013 - 11:14 AM

agreed

#17 General Taskeen

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Posted 10 July 2013 - 11:36 AM

Agree on things except UAC/5 and only partially AC/10 - LB10-X.

AC's and LB-X guns need to be balanced in such a way that one is not superceded by the other with a careful, 2 birds with 1 stone approach.

AC's should be the fast, high dps weapons, while LB-X guns should be the high burst damage weapons, for bonus damage at range and close range, with a slower cool down. That way you have a clear advantage/disadvantage for using both. If an LB-X gun is given a slug like its supposed to be able to use, and can fire the same speed as an AC/10, then the AC/10 becomes obsolete just like that.

The careful balance approach involves these tweaks after much thought:

Each LB-X gun, starting with the one currently available, needs to have the spread reduced to a point where it takes advantage of the extended range, but it is still spread out and never pin-point compared to an AC/10.
Posted Image

The example of the new spread is against an Assault sized target. In every Mech Warrior incarnation the LB-X guns have always had their range as advantage. This needs to be taken into account, as they simply were made to "work" the way you expected them too with bonus range.


Plus the following changes:

- Damage Per Pellet increased to 1.2 (or other as needed)
  • What's the point of this? Since a 'cluster' is a spread functionality by nature, like srms or lrms, for real-time translation it needs the pellets buffed to an acceptable level. With the decrease in spread, you gain also the full damage of the pellets out to 540m, although spread out, but still hitting the entirety of a target, just all over. The closer the target gets, the more pin-point bonus damage you are doing.
- Increase Cool Down to 2.75 (or other)
  • What's the point of this? There needs to be a factor to balance out an LB-X version gun compared to a regular AC, and this is where the high burst damage comes in, but with slower firing compared to a fast fire AC, that doess less damage. This way if an LB-X uses a slug, its still firing slower, but it does gain pin-point, although the same damage as a normal AC round for the extra range. And thus does not supercede a regular AC.
- Decrease AC/10 Cool down to 2.25
  • What's the point of this? Makes it higher DPS vs. an LB-X counter-part, as out lined with the explanation above.
Again, In every Mech Warrior incarnation the LB-X guns have always had their range as advantage and did better damage.

Edited by General Taskeen, 10 July 2013 - 11:38 AM.


#18 rgreat

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Posted 10 July 2013 - 12:25 PM

In canon LB-X is clearly superior to AC10. Because it is Tech level 2 vs level 1.
Same as DHS vs SHS.

I cannot see the reason to change this.
System was balanced through economics and/or battle value.

Sadly, we lost near all economic maters (R&R) half year ago due to greedy children outcry on forums.
People just need to have all the best possible equipment on their mech's but don't want to be penalized for it in any way. Heh.

PGI will HAVE to reintroduce economics when Clan equipment became available or we will not see any standard equipment in game anymore at all.

Edited by rgreat, 10 July 2013 - 12:30 PM.


#19 ShotgunWillie

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Posted 10 July 2013 - 03:16 PM

View Postrgreat, on 10 July 2013 - 12:25 PM, said:

PGI will HAVE to reintroduce economics when Clan equipment became available or we will not see any standard equipment in game anymore at all.


Pretty sure PGI has said that when Clans are introduced, no IS mechs will be able to mount Clan tech. Clan tech will be for clan mechs only, and IS tech will be for IS mechs only, at least for a while.

#20 ayevgeniy

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Posted 10 July 2013 - 09:08 PM

Agree on all

Edited by ayevgeniy, 10 July 2013 - 09:08 PM.






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