

Is The Ac2 Too Heavy?
#1
Posted 10 December 2012 - 05:06 PM
Another thing to consider is that there are currently no ballistic weapons available between 0.5t (MG) and 6t (AC2); which makes equipping a mech with multiple ballistic hardpoints extremely difficult, and often, not worth it. A 4 ton AC2 would bridge that gap nicely, and allow more 'mechs to use more of the hardpoints without taking a huge hit to their damage output numbers.
There may well be reasons why the AC2 weighs so much, (either canon or otherwise) and I would like to hear them; but from a gamer's perspective, I fail to see a scenario where I would ever use one, when for 2 more tons (and more slots, I know) I could be using a weapon that is more than twice as powerful.
#2
Posted 10 December 2012 - 05:26 PM
#3
Posted 10 December 2012 - 05:36 PM
Aphelion Dax, on 10 December 2012 - 05:06 PM, said:
True we need a lighter ballistic weapon or two. I once considered a HBK-4G, and realized there is little point in having a mech with 3 ballistic hard points all in the right torso.
#4
Posted 10 December 2012 - 05:41 PM
Krazy Kat, on 10 December 2012 - 05:36 PM, said:
True we need a lighter ballistic weapon or two. I once considered a HBK-4G, and realized there is little point in having a mech with 3 ballistic hard points all in the right torso.
2 AC/2s and 2 Large Lasers
#5
Posted 10 December 2012 - 07:32 PM
Lefty Lucy, on 10 December 2012 - 05:26 PM, said:
How was it functioning correctly when it had a ridiculously high DPS/ton stat? It's supposed to weigh 6 tons and do 2 points of dmg.
#6
Posted 10 December 2012 - 07:48 PM
#7
Posted 10 December 2012 - 08:04 PM
MWO is the first Mechwarrior game that has made the AC2 useful, don't change that now.
#8
Posted 10 December 2012 - 08:11 PM
#9
Posted 10 December 2012 - 09:01 PM
Tickdoff Tank, on 10 December 2012 - 08:04 PM, said:
MWO is the first Mechwarrior game that has made the AC2 useful, don't change that now.
Personally, I feel that they SHOULD follow canon. If they wanted to design a fast paced game, then they should have signed up to design Counter-Strike v4001.100.0001.00001b
Sprouticus, on 10 December 2012 - 08:11 PM, said:
They can't cause the amount of shots a weapon can make has to follow canon too.
#10
Posted 10 December 2012 - 09:17 PM
maybe when that is fixed they will evaluate how blanaced it is from there.
i do agree 0.5 - 6 tons is a very steep gap though.
Edited by Tennex, 10 December 2012 - 09:18 PM.
#11
Posted 10 December 2012 - 09:22 PM
MWHawke, on 10 December 2012 - 09:01 PM, said:
They've already changed the ammo/ton for pretty much every weapon in the game.
Changing weight might make mechs over- or under-weight though.
#13
Posted 10 December 2012 - 09:40 PM
#14
Posted 10 December 2012 - 09:47 PM
#15
Posted 11 December 2012 - 01:42 AM
One Medic Army, on 10 December 2012 - 09:22 PM, said:
Changing weight might make mechs over- or under-weight though.
Didn't notice it o.O Gotta wake up more while I play this copy.. (umm.. not even copy is it?) of Battletech.. ><
#17
Posted 11 December 2012 - 02:11 AM
MWHawke, on 11 December 2012 - 01:42 AM, said:
Didn't notice it o.O Gotta wake up more while I play this copy.. (umm.. not even copy is it?) of Battletech.. ><
It is the battletech universe, but not TT rules. They started with TT as a starting point, but are changing things to make them more balanced for a real time FPS. It is also a reboot of MW franchise meaning many things are going to be different on purpose because the original MW games had horrid balance.
#18
Posted 11 December 2012 - 03:04 AM
#19
Posted 11 December 2012 - 09:54 AM
Khobai, on 10 December 2012 - 07:48 PM, said:
It generated a LOT more heat, and scattered damage everywhere vs the AC/10s chunks.
The only OP thing on it was cockpit shake.
I think it was pretty balanced sir.
#20
Posted 11 December 2012 - 10:49 AM
SpiralRazor, on 11 December 2012 - 09:54 AM, said:
It generated a LOT more heat, and scattered damage everywhere vs the AC/10s chunks.
The only OP thing on it was cockpit shake.
I think it was pretty balanced sir.
Once the projectile speeds are adjusted I think the AC2, AC5 and AC10 will just about as balanced as they are going to get. The UAC5 *may* need a little work with the jamming % and sensitivity to double taps (not sure, but I think it bears a look), and the AC20 will also need to be looked at. The projectile speed may be all that the 20 needs, or it may need 1 more shot per ton and/or 1 less heat per shot. (Please note: I don't think the AC20 or UAC are *broken* just that they may need a little adjustment, but I am perfectly willing to accept that they are fine once the changes go through.)
The medium laser, small laser and large laser all seem to be fine (IMO) and the ERLL needs a look. I remember seeing the devs say something about shortening the beam duration for the ERLL to equal the duration of the small laser, that may be a good way to go, or a slight decrease in heat. Not sure which is best, but the ERLL needs some help right now.
PPC and ERPPC are already being worked on, we all know they need some help, I will refrain from making suggestions on them untill we see what the devs give us.
Gauss seems pretty fair to me right now, but I know a lot of people disagree. The weapon is fragile, but still packs a punch. But I have not used gauss rifles too much and my comments on them would be an outsiders view.
LRMs are great weapons, ECM may be a bit too strong but I don't think it is game breaking, only game changing. Let's see what happens to ECM in the near future. Not too sure about Artemis though, does not seem to do a whole lot for LRMs, but I also do not use Artemis too much so I could easily be wrong on that.
SRMs are fine. Good damage, low weight, can be high heat if you spam them to much and they are ammo limited. Artemis seems to work well for them as well.
MGs and flamers need help, they are being worked on. I hope they make them useful.
SSRMs seem about perfect right now, if/when you can fire them.
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