Jungle Rhino, on 30 April 2013 - 01:26 AM, said:
I don't know why PGI is surprised that damage has gone up and PPCs are being boated just after they introduced the Coolshot modules that effectively add 50% to the burst damage capability for such a build.
I wonder how many people are actually spending MC on this module that has single handedly sucked the fun out of this game?
Have you spectated your teammates and observed how many players are actually using CoolShot in their PPC boat? I almost never see that in my games. I use them on my brawler quite often, because in that situation, running for cover is not going to work (since the enemy is close and can follow me) and killing the opponent is my only option. A sniper can just ... stay behind cover while he cools down.
MrZakalwe, on 30 April 2013 - 02:38 AM, said:
Does anybody think dramatically slowing down weapon convergence would help?
No. This would nerf brawling and medium-ranged combat which IMO are not nearly as broken as extreme-range sniping.
Also I think some people may not understand "weapon convergence." It's based on range. If you are sniping at an opponent 1050m away who is running toward you, it is only a tiny, relatively fast adjustment for your weapons to re-converge to 920m for your next shot -- that's if the enemy is running toward or away from you; if he is running sideways the range doesn't change at all.
On the other hand, if you are aiming at someone 30m away and need to re-focus on an opponent at 250m, that is a larger adjustment and will take longer. You will end up missing more enemies at 250m due to your proposed convergence nerf than you would at 920m. You will never get your weapons to converge on an enemy light mech who is circling you.
Belorion, on 30 April 2013 - 05:58 AM, said:
Oh but they can and they will. They complained about maps being too small, PGI introduced larger maps, and now the complains are that some of the maps are too big.
They complained that streak a pults were op, and that srms did too much damage, now they complain that srms are underpowered.
Like I said, PGI has not really tried to balance the game. Hopefully they will in the weeks before 'Release.' They have ignored obvious problems and they only do something when the forums are a river of flame. They literally do not care that the game is unbalanced, they're just not saying that. It is abundantly clear that they have other priorities. What are these other priorities? Hopefully HUD bugs and crashes.
Morang, on 30 April 2013 - 06:31 AM, said:
I already stated elsewhere that state rewind hit balance hard. Slowing ROF isn't the only answer - another way is to reduce projectile velocity and increase beam duration again (to increase aiming difficulties which were reduced by state rewind). It will benefit lights especially.
Are you joking? Increasing beam duration will nerf Medium Laser and Large Laser. These are just about the only 2 weapons that are not worthless or over-powered. Your suggestion is the worst idea I've read on the subject of balance.
Edited by jeffsw6, 30 April 2013 - 04:13 PM.