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Weapon Balance.


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Poll: Weapon balance. (9 member(s) have cast votes)

Missles.

  1. Agree (1 votes [11.11%] - View)

    Percentage of vote: 11.11%

  2. Disagree (7 votes [77.78%] - View)

    Percentage of vote: 77.78%

  3. Some ideas are good, some are bad (1 votes [11.11%] - View)

    Percentage of vote: 11.11%

Ballistics.

  1. Agree (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Disagree (7 votes [77.78%] - View)

    Percentage of vote: 77.78%

  3. Some ideas are good, some are bad. (2 votes [22.22%] - View)

    Percentage of vote: 22.22%

Beam

  1. Agree (1 votes [11.11%] - View)

    Percentage of vote: 11.11%

  2. Disagree (7 votes [77.78%] - View)

    Percentage of vote: 77.78%

  3. Some aidea are good, some are bad (1 votes [11.11%] - View)

    Percentage of vote: 11.11%

Turrets

  1. Agree (1 votes [11.11%] - View)

    Percentage of vote: 11.11%

  2. Disagree (8 votes [88.89%] - View)

    Percentage of vote: 88.89%

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#1 Pz_DC

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Posted 16 April 2014 - 10:28 AM

Hi guys'n'girls. Last patch broke my last hope, last line that was stoping me from post this before launch module (or how it correctly named?) will be here,

So, few of my thoughts about weapon balance, based on game expirience since closed beta. Read it all before commend, and keep in mind - that's the system tweaks i suggest, one without other wll be not good. IMHO. And keep in mind 2nd thing - correct numbers can be changed, im only one here, so cant balance it all perfectly :)

Missles+AMS.
1)Speed up LRMs and give it ability to fire at location. Change LRMs targeting time - lower type = lower targeting time, like with cooldown (LRM5 - 2 sec, 10 - 2.5 sec, 15 - 3 sec, 20 - 3.5 sec).
2)Give all SRMs ability to lock targets. SRMs - target locked mech and fly from launch pad directly to the target, while SSRMS aim enemy component, that was targeted when button was pressed, and fly rund obstacles for 5 sec.
3)Give AMS two ranges - one for missles targeted to ams owner, other - for allied units around. "Self" radius set to 300m, "friendly" - 70/80m.

Ballistics.
1)AC2-AC5. Reverse last patch. Nothing more. (When i was thinking about this post 1st time there was nothing to say about those two weapons...now its only one thing to say...)
2)AC20 cooldown need to be lowered to 4 sec.
3)AC10 - may lowered CD too, im not sure.
4)Gauss - do 25 damage at 750-1000 range, and less - with distance increase/descrease (so 0 damage at 2k and 0 m, 10 damage at 1300 and 450 meters etc.)

Beam (its abut lasers, ppc are fine).
1)Make LL do 5(4) damage right after it hit and do 4(5) more damage during next 1 sec.
2)LPL will fire 3 shoots, each lasts for 0.1 sec with 0.1 sec pause. Each shoot hit for
3.5 damage.
3)ML do 4 damage when it hiit and do 1 more during next 0.6 sec.
4)MPL fire 2 shoots, each lasts for 01 sec with 0.1 sec pause. Each shoot hi for 3 damage.
5)SL do 0.5 damage per 0.1 sec for 3 sec.
6)SPL fire 2 shoots each lasts 0.1 sec with 0.1 sec pause. EAch shoot do 2 damage.

P.S. Give each turret 1 standart PPC, 1 MPL, 1 LRM10 and count it as mech with 1.2 heat eff.

P.P.S. Give each locust variant 2 AMS slots.

-edited-

Oh come on, those anonymous votes are so ... anonymous...

Edited by MGA121285, 16 April 2014 - 01:04 PM.


#2 Alex Warden

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Posted 16 April 2014 - 04:49 PM

View PostMGA121285, on 16 April 2014 - 10:28 AM, said:



Oh come on, those anonymous votes are so ... anonymous...


not much to say... or so much that i don´t really want to ... eitherway, disagree on all of it (except maybe the 2 ams for the locust, but even that is more like 40% agree) ... hope that´s not so...anonymous :lol:

Edited by Alex Warden, 16 April 2014 - 04:50 PM.


#3 DjPush

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Posted 16 April 2014 - 09:09 PM

Yeah..... uhn uhn. This would break the game worse than it already is.

#4 Pz_DC

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Posted 17 April 2014 - 01:11 AM

Realy? Break even more? Even more than LRMs that totaly cant do its job? (fear pilots to go at open place) Turrets that are totaly bullshit coz it can stop only full red mech to come and kill it? AMS need to be doubled or even tripled to be useful? AC20 that already not even close to lower caliber guns? Reay?... Now just look around - ac20 used wery-wery rarely by some old-scholl players, others prefer ac5. Andwith nerf of ac2 ac5 is toaly best ballistic weapon in game.. When u're only one in team with ams do it help YOU to stop 15-20 LRMs to hit? When did u died last time by turrret? Never? Same here... Items that are in game need to be useful, other way there is no need of it at all, so just remove it and stop confuse players. Things that already didnt work can be broken.

P.S. i dont know what mech are veaker then locust... give it at last smth to be compred wit spiders, ravens etc.

Edited by MGA121285, 17 April 2014 - 09:48 AM.


#5 Bobzilla

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Posted 18 April 2014 - 09:56 AM

I like the gauss dmg decay to 0m idea vs charge mechanic. From 15 damage, tho.





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