hashinshin, on 11 April 2013 - 07:57 AM, said:
Let me help, again.
LBX10: Heat reduced to 1 from 2. Damage increased to 1.2 per pellet, from 1.0. Weapon speed increased to 2000 from 1100. Spread now tightens up the further the range you shoot at.
Makes it far more efficient, and actually slightly damaging. With its new heat efficiency it can be used with laser weapons to pinpoint locations as the LBX splashes all over. The spread tightening up will make it slightly more useful at longer ranges, but still not super useful, just slightly more useful.
I don't think the damage, speed, and heat buffs are needed. Just a MUCH more tightning to make 80% of the pellets hit a medium sized target a optimal range.
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AC10: Heat reduced to 1 from 3. Weapon speed increased to 2000 from 1100.
Makes the AC10 more efficient and able to be used with other ACs. Also makes it more effective as a ranged weapon.
I see nothing wrong with the AC/10.
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AC5+UAC5: Weapon speed increased to 2000 from 1300
AC5: Recycle reduced to 1.1 seconds.
Makes it so ACs are more effective at range, and makes it so multiple AC types can be used together. also makes the AC5 actually a good weapon.
Again, why the speed increases? And the UAC/5 shold be brought up to match the AC/5, not the other way around.
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AC2: Heat reduced to 0.75 from 1. Ammo/ton increased to 100.
The AC2 has 3 things wrong with it right now: 1. The listed DPS stat on the website is a LIE, and 2. It's actually not very heat efficient due to the impossibility of hitting every shot or even close to it. Also 3. The fact you have to sit there aiming at people and will always get cored. This will make it good in reality, and not in fantasy "spreadsheet island."
The heat I agree with. I would actually set it to 0.5 per shot, which would still make it slightly hotter than the AC/5. The ammo increase isn't needed. If your having to go through 3 tons of ammo, your either not efficiently firing the weapon or just want to be able to hold the button down.
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Machine guns: Damage tripled. (Now an amazing whopping 1.2 DPS!)
OHGODPLEASE devs. Stop being so stubborn.
Look, the machine gun should *maybe* deal like 0.1 damage. What REALLY needs to happen is balance the internal HP of items so that critical seeking is better. This is especially true for ammo bins, why is it only a 10% chance to get an ammo explosion when you physically destroy them when the bigger guns, which destroys sections, also get the 10% chance on all ammo bins in the section when it is destroyed?
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Small pulse laser: Damage increased to 4.
It's literally double the weight of the light laser. This only makes sense.
100% agreed.
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Medium pulse laser: Heat decreased to 4.5 from 5. Or increase the daamge to 6.5 from 6.
Will make it somewhat worth getting since it's, as above, DOUBLE the weight of the medium laser. Right now the correct choice in every instance is to get medium lasers then upgrade the engine/add more heat sinks rather than ever get medium pulse.
This I can not agree with, though. The only thing the Medium Pulse laser needs, as with the Large Pulse Laser, is more reduction in "On" time. Reduce it by 0.25s, to 0.5s.
Normal lasers should be 1.0s, ER Lasers to 0.75s, and Pulse Lasers 0.5s. The only one that is different is the ER Small Laser and Small Laser, which already start out at 0.75s.
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(As much as it pains me to do this as a Kurita player.)
PPC+ERPPC: Recycle increased to 3.75 from 3.
This honestly seems like a leftover from when PPCs were the "dump all your heat in to a massive burst" weapon. Now that they're more heat efficient their DPS needs to be toned back a bit, as people are just boating up on PPCs and using them to shred through players incredibly quickly. This won't effect casual PPC use much, but it will effect abuse cases. Anyone unconvinced of this should look up the PPC DPS stat, it's currently one of the highest DPS weapons in the game and it doesn't even use ammo. This will make the PPC slightly higher than the Large Pulse Laser on DPS, instead of completely dwarfing the LPL.
Hmm, I would be fine with increasing the PPC cooldown.
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Narc: Duration increased to 30 seconds, now overrides ECM. Velocity increased to 1000 from 250 (250? Really?)
It required massive tonnage, is hard to hit, only gives 6 shots to the ton. It should basically be a death sentence to be hit by this thing. Additionally if it overrides ECM it gives some real counterplay to missile users who want to sacrifice more than DOUBLE the tonnage of an ECM to beat it.
That seems a bit fast. I wouldn't make it any faster than an SRM, or 300 m/s. It should never override ECM, as it never did in the tabletop. Balance ECM, then make NARC duration 120s. ECM should be used to counter the buffing of locking mechanic weapons from NARC/TAG/Artemis equipment, not completely stopping them.