

So The Developers Want Some More Suggestions On How To Balance?
#1
Posted 11 April 2013 - 07:57 AM
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.
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.
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.
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."
Machine guns: Damage tripled. (Now an amazing whopping 1.2 DPS!)
OHGODPLEASE devs. Stop being so stubborn.
Small pulse laser: Damage increased to 4.
It's literally double the weight of the light laser. This only makes sense.
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.
(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.
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.
#2
Posted 11 April 2013 - 07:57 AM
(Just FYI, MG's won't get tripled. Think about the Non-Heat Generated DPS of a 4MG Spider or 6MG Jager)
Edited by Syllogy, 11 April 2013 - 07:59 AM.
#3
Posted 11 April 2013 - 07:58 AM
#4
Posted 11 April 2013 - 07:58 AM
#8
Posted 11 April 2013 - 08:07 AM
Tie Ma, on 11 April 2013 - 08:04 AM, said:
and that is exactly why we have seen. ECM and MG changes.
just becuase its catalogued doesn't mean they know what to do with it.
you mean after 3 months of constant creation topics about how ECM is OP they decided to change it? xD
Edited by JudgeDeathCZ, 11 April 2013 - 08:07 AM.
#9
Posted 11 April 2013 - 08:07 AM
The suggestions forum is so full of ideas (and very good ones), the devs should just stop accepting new and read through all of them.
The game would be so much better....
The problem is, that they just glimpse over them, reading only the ones which bring up the same topic more often, since this means the topic is important (in their eyes).
But they overlook so many good balance ideas, it's just sad at the moment.
Edited by TexAss, 11 April 2013 - 08:09 AM.
#10
Posted 11 April 2013 - 08:09 AM
Tie Ma, on 11 April 2013 - 08:04 AM, said:
and that is exactly why we have seen. ECM and MG changes.
just becuase its catalogued doesn't mean they know what to do with it.
Or maybe they do, since they see the actual data collected from the game that allows them to see things from a perspective that you do not.
Not all suggestions should be put into the game. I would go so far as to say that most suggestions belong in File 13.
#11
Posted 11 April 2013 - 08:14 AM
1) They didn't ask.
2) They got enough math guys, and the data, to know how to change things.
3) They are limited by Canon ... at least somewhat.
4) They are not into "Balance" yet, they are still into "fixing" thing.
ie: Host State Rewind is not live for either missiles or ballistics
Balance is useless when the raw mechanics are not correct ... they are correcting the raw mechanics first. You might want to consider that before going off on long winded lame posts. (SMG x3 ... not happening ... EVAR).
#13
Posted 11 April 2013 - 08:21 AM
TexAss, on 11 April 2013 - 08:07 AM, said:
The suggestions forum is so full of ideas (and very good ones), the devs should just stop accepting new and read through all of them.
The game would be so much better....
The problem is, that they just glimpse over them, reading only the ones which bring up the same topic more often, since this means the topic is important (in their eyes).
But they overlook so many good balance ideas, it's just sad at the moment.
Last Tuesday your Boss walked into your Office. "Son, here is the upcoming weeks plans. We will implement next Tuesday. I will be sending 250 other staff by, they have been asked to provide you with "Suggestions" on how best to implement "the plan!""
As he leaves, he looks back. "Oh and by the way, if you don't incorporate ALL the "Good Suggestions", you're FIRED!
Have a nice week."

Now multiply that 250 by a factor of 700 and you may start to see what you ask of PGI...

Edited by MaddMaxx, 11 April 2013 - 08:22 AM.
#14
Posted 11 April 2013 - 08:26 AM
Syllogy, on 11 April 2013 - 07:57 AM, said:
What about it?
A 4 MG Spider can fire for 100 seconds with 2 tons of ammo, doing 160 damage.
A 4 SL Jenner can fire for 67 seconds before overheating, doing 268 damage. Then it can cool down and do it again. Over and over again.
A triple-damage 4 MG Spider would have a DPS of 4.8 in theory. In practice, perhaps half that.
The MGs on my 5K do less than 5 damage per match each - triple that and they'll do 15. Scary stuff.
Oops sorry, I mean "imagine the devastating effect that a 6 MG spider could do to the back of an Atlas!"

#16
Posted 11 April 2013 - 08:44 AM
Syllogy, on 11 April 2013 - 07:57 AM, said:
Ok.. I'm thinking about them.
What exactly is the problem?
You're talking about 4.8 DPS on a spider... which will be spread all over the place, with a range of 90m.
And you're talking about 7.2 DPS on a JagerMech... which, again, will be spread all over the place with a range of 90m.
Even if focused, that's really NOT THAT HIGH. A dual AC20 with 2 medium lasers has a DPS of 12.5, with more than twice the range.
A standard Raven 3L build has a DPS of around 5.5, with far better range, and without needing to hold the reticle over a single location at all times.
So what exactly is so incredibly horrific about the notion of the 4 MG spider or 6 MG JagerMech? I think you're afraid of those mechs without actually considering what they would be capable of.
#18
Posted 11 April 2013 - 09:06 AM
Bad troll thread is bad.
#19
Posted 11 April 2013 - 09:12 AM
Syllogy, on 11 April 2013 - 07:57 AM, said:
(Just FYI, MG's won't get tripled. Think about the Non-Heat Generated DPS of a 4MG Spider or 6MG Jager)
Do you think a 6 small laser Jenner is overpowered?
If no, shut up.
If yes, then you're insane.
#20
Posted 11 April 2013 - 09:16 AM
stjobe, on 11 April 2013 - 08:26 AM, said:
A 4 MG Spider can fire for 100 seconds with 2 tons of ammo, doing 160 damage.
A 4 SL Jenner can fire for 67 seconds before overheating, doing 268 damage. Then it can cool down and do it again. Over and over again.
A triple-damage 4 MG Spider would have a DPS of 4.8 in theory. In practice, perhaps half that.
The MGs on my 5K do less than 5 damage per match each - triple that and they'll do 15. Scary stuff.
Oops sorry, I mean "imagine the devastating effect that a 6 MG spider could do to the back of an Atlas!"

Need some clarity here. So to firm up your stance, the theoretical 4.8 dps of the 4MG Spider does 160 damage, but in practice would get only half of that, so it isn't all right scary, but for some reason a 4 SL Jenner in practice gets its FULL damage output? Repeatedly? And that makes it all good?
You are going have to do better than that dude.

Edited by MaddMaxx, 11 April 2013 - 09:18 AM.
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