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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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#21 Pinselborste

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Posted 16 March 2013 - 02:20 PM

View PostByk, on 16 March 2013 - 02:04 PM, said:

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.


ballistics are supposed to be heavy in TT and old mw games, but this is a new game so the devs can add things.
you cant change the weight of existing weapons, since it will screw stock variants.

Mg can get the buff to 1 dps but still we need more light ballistics, misstakes of the past dont have to be in a new game.

#22 Eddrick

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Posted 16 March 2013 - 02:38 PM

I support the idea. Just not the Grenade Launchers.

BattleMech Rifles were deemed obsolete after the Autocannon was made. But, the Light Rifle which does 3 damage, is 3 tons, takes 1 critical slot and a range of 360 meters. Medium Rifle does 6 damage, is 5 tons, takes 2 critical slots and a range of 450 meters.

Edited by Eddrick, 16 March 2013 - 02:53 PM.


#23 Deathlike

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Posted 16 March 2013 - 02:52 PM

View PostMustrumRidcully, on 16 March 2013 - 09:15 AM, said:

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


They could have some "excuse" to explain away why it is stronger this way (like, concentrated MG fire from 3 or 4 MGs would be effectively another MG or 2 worth of damage). This doesn't mean the MG array would be great, but at the very least would allow me to complain less about the current state of the MG. Any solution at this point is better than no solution. We can then leave the current MG is "almost useless/filler space", and then use the new weapon for actual use in lights.

Edited by Deathlike, 16 March 2013 - 02:55 PM.


#24 Pinselborste

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Posted 16 March 2013 - 02:56 PM

View PostEddrick, on 16 March 2013 - 02:38 PM, said:

I support the idea. Just not the Grenade Launchers.

BattleMech Rifles were deemed obsolete after the Autocannon was made. But, the Light Rifle which does 3 damage, is 3 tons, takes 1 critical slot and a range of 360 meters. Medium Rifle does 6 damage, is 5 tons, takes 2 critical slots and a range of 450 meters.


3 tons for 3 damage wont help much, thats 6 times the weight of a small laser for the same damage and limited ammo.they would need some weight and ammo per ton changes, wouldnt be a problem since we dont have a mech that uses them stock anyway.

#25 Eddrick

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Posted 16 March 2013 - 03:09 PM

View PostPinselborste, on 16 March 2013 - 02:56 PM, said:

3 tons for 3 damage wont help much, thats 6 times the weight of a small laser for the same damage and limited ammo.they would need some weight and ammo per ton changes, wouldnt be a problem since we dont have a mech that uses them stock anyway.

I also, just noticed that the Rifles get redused damage against BattleMechs. But, that can be changed if need be.

Magshot is way ahead in the timeline. But, it is an effective alternative to the MG.

BattleTech Weapons and Equipment list can't find anything else that fits the criteria. Maybe, something does need to be made from scratch or just let the MG also be an effective light alternative to the AC/2.

Edited by Eddrick, 16 March 2013 - 03:28 PM.


#26 Werewolf486 ScorpS

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Posted 16 March 2013 - 03:50 PM

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.

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 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


So not going to happen! This is Mechwarrior, you can't just make **** up. Here is a list of weapons to look at so you can see what is in the BT universe, maybe you can find something that would actually fit the rules


http://www.sarna.net...Equipment_Lists

Oh and your choices are not complete, it needs to have "HE double hockey sticks NO!!"

Edited by Werewolf486, 16 March 2013 - 03:51 PM.


#27 Eddrick

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Posted 16 March 2013 - 03:59 PM

View PostWerewolf486, on 16 March 2013 - 03:50 PM, said:


So not going to happen! This is Mechwarrior, you can't just make **** up. Here is a list of weapons to look at so you can see what is in the BT universe, maybe you can find something that would actually fit the rules


http://www.sarna.net...Equipment_Lists

Oh and your choices are not complete, it needs to have "HE double hockey sticks NO!!"

I don't mean to be rude. But, other MechWarrior games have had weapons that don't exist in BattleTech. Look at the Clan RailGun (Link to prove it's existance isn't working right now) in MechWarrior 4.

#28 Pinselborste

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Posted 16 March 2013 - 05:24 PM

View PostWerewolf486, on 16 March 2013 - 03:50 PM, said:



So not going to happen! This is Mechwarrior, you can't just make **** up. Here is a list of weapons to look at so you can see what is in the BT universe, maybe you can find something that would actually fit the rules


http://www.sarna.net...Equipment_Lists

Oh and your choices are not complete, it needs to have "HE double hockey sticks NO!!"


Fun and balance are way more important than canon, without balance the game will fail cause majority of people dont care what ip its based on if the game is unbalanced.
Of course you can add new things, its sience fiction, not reallife.

#29 Skadi

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Posted 16 March 2013 - 05:38 PM

View PostFireGladius, on 15 March 2013 - 10:24 PM, said:

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

http://www.sarna.net/wiki/UAC-2

#30 Zordicron

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Posted 16 March 2013 - 09:00 PM

As soon as some one says "this is MWO, the devs can make up whatever new **** they want because it's a new game" they automatically fail the argument. MW is not"a new game" even if MWO is a new iteration. MW is a very old game,older then a sizable chunk of the playerbase I would imagine. The last game developer to "make up new stuff" (see, not to be named console mechwarrior game) microsoft got so much flak over it they decided to hang up the IP to dry for a decade.

MG could be improved, within canon, and would fill the role OP wants.

Also, I might be wrong on this, but I thought clan tech ballistics were lighter? I do not know the dev plans for that stuff yet though.

#31 Featherwood

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Posted 17 March 2013 - 04:04 AM

No need in such thing, IMO, just fix the machine guns.

#32 Pinselborste

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Posted 17 March 2013 - 05:32 AM

View PostEldagore, on 16 March 2013 - 09:00 PM, said:

As soon as some one says "this is MWO, the devs can make up whatever new **** they want because it's a new game" they automatically fail the argument. MW is not"a new game" even if MWO is a new iteration. MW is a very old game,older then a sizable chunk of the playerbase I would imagine. The last game developer to "make up new stuff" (see, not to be named console mechwarrior game) microsoft got so much flak over it they decided to hang up the IP to dry for a decade.

MG could be improved, within canon, and would fill the role OP wants.

Also, I might be wrong on this, but I thought clan tech ballistics were lighter? I do not know the dev plans for that stuff yet though.


actually, mechassault was very succsessfull, microsoft just burried the ip for reasons no man understands.

yes you are right about clan ballistics, they are lighter but that doesnt help mechs like the spider or the raven variants with ballistics.

mg buff will help, but it still doesnt give more choice.

#33 UberFubarius

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Posted 18 March 2013 - 07:38 AM

View PostWerewolf486, on 16 March 2013 - 03:50 PM, said:


So not going to happen! This is Mechwarrior, you can't just make **** up. Here is a list of weapons to look at so you can see what is in the BT universe, maybe you can find something that would actually fit the rules


http://www.sarna.net...Equipment_Lists

Oh and your choices are not complete, it needs to have "HE double hockey sticks NO!!"

Eh... grenade launcher is actually in the equipment list you posted.

#34 Pinselborste

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Posted 18 March 2013 - 09:07 AM

the ones in the list are infantry weapons, not mech size but yes the tech for those weapon exists so a mech version wouldnt be unrealistic.

#35 HammerSwarm

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Posted 18 March 2013 - 09:23 AM

View PostEldagore, on 16 March 2013 - 09:00 PM, said:

As soon as some one says "this is MWO, the devs can make up whatever new **** they want because it's a new game" they automatically fail the argument. MW is not"a new game" even if MWO is a new iteration. MW is a very old game,older then a sizable chunk of the playerbase I would imagine.


This is a new game, It requires new balance. The table top game is not a real time game, it's not a first person shooter, but it does have great intellectual property. Problems we have in a real time environment with other constraints opposed by the system the devs have created are going create situations that can't be resolved by strict adherence to a system that wasn't designed to be what this system is.

The game as currently constructed does not have anything for light mechs with limited tonnage for ballistic slots to do. There aren't convoys to destroy, people to kill, or towns to raze. If the game is what it is then something should be added. If they're working towards something they should tell us. Currently Machine guns are nearly useless, if you don't believe me try them.

#36 RenegadeMaster

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Posted 18 March 2013 - 09:50 AM

I abstain because although I support OP's suggestion of increasing MG DPS, I disagree with the lighter ballistics that he has proposed.

I think that implementing Light AC/2 and Light AC/5 from Experimental Battletech rules would be more balanced with MWO's current ballistic options than the ultra light weapon specs suggested by the OP.

#37 Pinselborste

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Posted 18 March 2013 - 10:06 AM

the weapons i suggested have way less damage per second than the ac2 and ac5, together with less range, you could even increase the heat by 0.5 or 1, not really out of balance.

just think about the whine the light AC5 would create when there are 4 on a cataphract to together with a big energy weapon cause of the weight saved. :)

#38 FrostCollar

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Posted 18 March 2013 - 10:55 AM

View PostEddrick, on 16 March 2013 - 03:59 PM, said:

I don't mean to be rude. But, other MechWarrior games have had weapons that don't exist in BattleTech. Look at the Clan RailGun (Link to prove it's existance isn't working right now) in MechWarrior 4.

Wasn't that MekTek only? So not official? I do not recall having access to anything like that on Kentares IV.

#39 Werewolf486 ScorpS

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Posted 18 March 2013 - 01:32 PM

View PostFrostCollar, on 18 March 2013 - 10:55 AM, said:

Wasn't that MekTek only? So not official? I do not recall having access to anything like that on Kentares IV.


Correct, the point has been made for me.

As for the Light class weapons, they don't exist yet per the year that MWO is in, tech should roll in as the time passes and the light class weapons may be seen later down the road. As of now, nothing fits the OP's bill and mounting external turrets on a mech is just not going to happen.

View PostPinselborste, on 18 March 2013 - 09:07 AM, said:

the ones in the list are infantry weapons, not mech size but yes the tech for those weapon exists so a mech version wouldnt be unrealistic.

Again my point made for me, thank you.

As for what happened to the Mechwarrior 5 or Mechwarrior Reboot. As I know the story, once Microsoft released the video and the image of the Warhammer came to light they got hauled into court over it. As for Mektek, they had rights to do some really cool stuff with MW4 for years to keep breathing new life into an extremely outdated game, to which I applaud them. Mektek added weapons they created, mechs that hadn't existed, the Unseen (because the MekTek work was free), fixed issues with the game, improved every aspect they could. However when Microsoft was turning up the media for MW5/Reboot they had Mektek release a "Full Release" of MW4 that Mektek spent lots of time getting up to snuff and the download was free. Right about that time is when Microsoft got hauled into court over the image of the Whammy. Then MW5/Reboot was put on hold, Microsoft lost interest (and the court battle from what I know) and MW5 was left on the cutting room floor. Fast forward to 2008 and Wandering Samurai had gotten the rights to do MW on Cryengine and the use of Cry for free as they would not be charging a dime for the game. They did a great and I do mean great job with a volunteer group to bring the only new MW game in years to us by 2009. This part is speculation but once MWO was announced I think MekTek felt a little left out and so they dropped everything revolving around MW. Now MekTek is trying to reboot Heavy Gear and looking for start up money for it.

#40 HammerSwarm

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Posted 19 March 2013 - 05:47 AM

Don't get off topic, our voices must be heard on this issue. Until and unless we're given something for lights to do with machine guns that benefit the team without killing opposing mechs these weapons should receive a temporary/permanent increase in damage output. Also Until and Unless this new content is added they should consider adding some sort of bridge weapon in between .5 and 6 tons.

It is extremely disappointing that light mechs with ballistics slots have to choose between a .5 ton weapon that does a negligible .4 damage per second at a range of 90 meters, and a 6 ton weapon that does 4.0 damage at a much greater range. What is a spider K suppose to do?





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