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We Need Some Viable Balistics In The 1-3 Ton Range.


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Poll: We Need Some Viable Balistics In The 1-3 Ton Range. (76 member(s) have cast votes)

Do you support the OP's Suggestion?

  1. yes (38 votes [50.00%])

    Percentage of vote: 50.00%

  2. no (32 votes [42.11%])

    Percentage of vote: 42.11%

  3. abstain (6 votes [7.89%])

    Percentage of vote: 7.89%

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#1 Pinselborste

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Posted 15 March 2013 - 10:13 AM

Right now, we have several mechs that have lots of ballistic slots, but cant use them effectifly, cause the lightest ballistic that is doing any damage is 6 tons.

Here is a suggestion:

Give the mg a dps of 1, change ammo to 1500 (damage per ton of ammo same as other ballistics.)


Ggive us a 1 ton and a 3 ton ballistic. doenst matter if it isnt canon, this game needs balance and some variety among the light and med mechs.


for the 1 ton ballistic:

Grenad Launcher:

weight: 1 ton

damage: 3

cooldown: 2 seconds

range: 200 meter up to 300, damage doesnt drop with range, but the projectile drops very fast after 200 meter.

Ammo per ton: 50

Heat: 2


for the 3 ton ballistic:

Heavy Grenad Launcher:

weight: 3 tons

damage: 5

cooldown: 2.5 seconds

range: 350 meter up to 500, damage doesnt drop with range, but the projectile drops very fast after 350 meter.

Ammo per ton: 30

Heat: 3.5

Edited by Pinselborste, 18 March 2013 - 10:07 AM.


#2 focuspark

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Posted 15 March 2013 - 10:14 AM

I support this.

#3 DeadlyNerd

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Posted 15 March 2013 - 10:34 AM

No.
Why?
Because MW has been working well with the current weapon collection throughout the franchise.
The only problem with MWO is that it's restricted to a certain year and most more useful guns were developed later on.

#4 Pinselborste

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Posted 15 March 2013 - 11:02 AM

just cause it was like that in the old MW games, it doesnt mean it cant change in mwo ;)

Edited by Pinselborste, 15 March 2013 - 11:03 AM.


#5 Monky

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Posted 15 March 2013 - 02:07 PM

Battletech and Mechwarrior weapon types (and their weight/crits) are generally set in stone. Particularly for MWO which is attempting to stay on a timeline set by the battletech universe.

Now, here's the thing - a light mech can reasonably fit an AC2 and ammo. The AC2 is a pretty effective weapon if used properly. Have you considered using an AC2 ballistic?

Additionally, MG's are generally supposed to be the 'hardpoint fillers' for ballistic light mechs, and they generally need a buff to damage done atm.

Edited by Monky, 15 March 2013 - 02:08 PM.


#6 Pinselborste

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Posted 15 March 2013 - 02:10 PM

ac2 isnt reasonable for a light at all, 7 tons for 150 damage max is just way inferior to every missile or energy alternative.

also, theres nothing wrong with adding something new, when it would add more variety and balance.

Edited by Pinselborste, 15 March 2013 - 02:14 PM.


#7 stjobe

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Posted 15 March 2013 - 02:36 PM

Just buff the MG and we have all the light-weight ballistic goodness we need.

The problem only exists because the devs refuse to give the MG the same treatment as all the other weapons in the game.

#8 Deathlike

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Posted 15 March 2013 - 04:50 PM

There's enough MG threads with people thinking "MGs are fine", plus devs acknowledging "MGs are fine".. so unless people collectively complain loudly enough and stop posting "MGs are supposed to be useless", it won't change.

It's actually best if Spider pilots complain.. since they are forced into suffering...

I'm sure they can post many viable builds right? :)

Edited by Deathlike, 15 March 2013 - 04:51 PM.


#9 Gladewolf

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Posted 15 March 2013 - 08:53 PM

I wouldn't mind seeing new weapons in the game, it changed quite a bit for years, there is no reason new items can't be added. would give me something else to tinker with.

#10 FireGladius

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Posted 15 March 2013 - 10:24 PM

i believe they should make something like a ultra AC2 which would just be a larger machine gun

#11 MustrumRidcully

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Posted 16 March 2013 - 02:15 AM

View PostMonky, on 15 March 2013 - 02:07 PM, said:

Battletech and Mechwarrior weapon types (and their weight/crits) are generally set in stone. Particularly for MWO which is attempting to stay on a timeline set by the battletech universe.

Now, here's the thing - a light mech can reasonably fit an AC2 and ammo. The AC2 is a pretty effective weapon if used properly. Have you considered using an AC2 ballistic?

Additionally, MG's are generally supposed to be the 'hardpoint fillers' for ballistic light mechs, and they generally need a buff to damage done atm.

You don't need "hard point fillers" on a light mech.You're fighting for every half ton of gear you want to install.

If the AC/2 is supposed to be the go-to low-light balistic weapon for light mechs, there is no need for any lighter mech to have more than 1 ballistic hard point per hit location (the only purpose of the hard points being to put the weapon in the location you prefer the weapon to be).

#12 FrostCollar

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Posted 16 March 2013 - 03:55 AM

View PostMonky, on 15 March 2013 - 02:07 PM, said:

Now, here's the thing - a light mech can reasonably fit an AC2 and ammo. The AC2 is a pretty effective weapon if used properly. Have you considered using an AC2 ballistic?


It's not that effective for lights. The AC2 needs to be kept on target almost 100% of the time for maximum damage, and when you've got the armor of a light that's generally a losing proposition. It's the main reason you don't see many dakka-Ravens around. I've tried those builds before and they're really only good at attacking enemies that are distracted.

Anyways, with the tonnage requirements of an AC2 and ammunition you could outfit a light mech with a full mixed energy/missile loadout. Generally ballistics are a losing proposition when you're mech's that small.

#13 Deathlike

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Posted 16 March 2013 - 04:03 AM

This always makes me wish they had some sort of MG array added (1.5/2.0 tons worth) if they don't plan to do anything with MGs. Screw the timeline, but there's simply is not an intermediate weapon option for light mechs and MGs (.5 ton MGs and 6 ton AC2s leave for much to be desired).

#14 Mattiator

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Posted 16 March 2013 - 09:04 AM

MG Arrays will come later in the timeline (3068), though I'm not sure how (or if) they will implement them.

#15 MustrumRidcully

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Posted 16 March 2013 - 09:15 AM

View PostDeathlike, on 16 March 2013 - 04:03 AM, said:

This always makes me wish they had some sort of MG array added (1.5/2.0 tons worth) if they don't plan to do anything with MGs. Screw the timeline, but there's simply is not an intermediate weapon option for light mechs and MGs (.5 ton MGs and 6 ton AC2s leave for much to be desired).

There is no reason to believe that the MG Array would be any better than 3 or 4 MGs are now.

#16 SGT Unther

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Posted 16 March 2013 - 09:16 AM

Eventually there will be 'Light' Autocannons introduced, the LAC2 and LAC5 have a weight of 4 and 5 tons respectively.

The downside is they lack the range of the full weight versions.

#17 Pinselborste

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Posted 16 March 2013 - 10:55 AM

4 and 5 tons without ammo still is way more energy or missile weapons have.

a srm 4 with ammo is only 3 tons, and does 250 points of damage per ton, it deals 20 damage per salvo wich is important for a small mech, since it can retreat fast after shooting.

an ac/2 weights 2 times more than an srm 6, has 100 less points of damage per ton and is hard way harder to use for a fast mech, lights or fast meds like the cicada dont get anything from the range.

1 ton and 3 ton, maybe even a 2 ton balistic that have range like medium or medium pulse laser would be good for balance and give the smaller mechs that have lots of ballistic slots a reason to exist besides being cannon fodder for the light with missile slots or ecm.

Edited by Pinselborste, 16 March 2013 - 10:57 AM.


#18 HammerSwarm

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Posted 16 March 2013 - 11:01 AM

View PostPinselborste, on 15 March 2013 - 10:13 AM, said:

Right now, we have several mechs that have lots of ballistic slots, but cant use them effectifly, cause the lightest ballistic that is doing any damage is 6 tons.


http://mwomercs.com/...__fromsearch__1 Been there tried that man. Good luck, I supported your pole

#19 Lukoi Banacek

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Posted 16 March 2013 - 11:57 AM

View PostDeadlyNerd, on 15 March 2013 - 10:34 AM, said:

No.
Why?
Because MW has been working well with the current weapon collection throughout the franchise.
The only problem with MWO is that it's restricted to a certain year and most more useful guns were developed later on.


Canon is clearly not a limiting factor for PGI.

Secondly, previous games built by different devs with different intents, themes and sim-level feels is a horrible excuse to simply declare "no" to changes due to canon.

Working "well" is a fairly subjective thing and this thread wouldn't have come up, had this incarnation of MWO been working so "well."

As to the OP's point. I'm torn in that while I agree it might dampen immersion to violate canon (as the quoted above). I'd like to see MG's a smidge more potent but not alot...I just don't feel they should ever be a "go to" weapon even if boated, but I can understand the ballistic limitations some of the smaller Mechs have and similiarly odd builds (3Ballistic point dragons), so there does need to be either a MG improvement to some small but reasonable degree or if not....as much as it goes against the original premise of the game, some gap bridging light ballistics as the OP proposes.

Canon should be the framework within which the Devs make the game, not the hard limits necessarily. I want to play a game that embodies the spirit of the MW/BT franchise, not one beholden to some letter of the law type situation.

#20 Byk

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Posted 16 March 2013 - 02:04 PM

Nope. Because ballistics are supposed to be big. Also, we have a ballistic in the 1-3 ton range. It's the machine gun + ammo. It needs a damage/range buff. A way to compensate for a damage/range buff is to maybe increase it's tonnage by 1 or 2. Bam, problem solved and a useful weapon added.





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