

Snipe Weapons
#1
Posted 20 May 2013 - 09:31 AM
#2
Posted 20 May 2013 - 09:33 AM
#3
Posted 20 May 2013 - 09:37 AM
Still won't fix jump sniping and won't address the greater problem--broken heat system and convergence.
#4
Posted 20 May 2013 - 09:55 AM
Reward: good damage, long range, can even one hit kill people.
Risk: generally has long reload time/cycle, huge risk when you're getting jumped in close quarter
If a sniper weapon can go full auto just as fast as the medium/close range weapons while still having a greater damage, why would anyone take medium/close range weapons?
The current popular loadout 2PPC&1GR is already a beast at all range. It has extremely good range, It has good punch, it has pinpoint instant damage, the heat is completely managable, weapon cycle rate is just as fast.
#5
Posted 20 May 2013 - 09:58 AM
Edited by Lupus Aurelius, 20 May 2013 - 10:02 AM.
#6
Posted 20 May 2013 - 10:01 AM
#7
Posted 20 May 2013 - 10:07 AM
Short range weapons have the drawback of limited range where they are worse at range - but there is no drawback at all for longer range weapons when they brawl.
A better way to fix this would be to have a reduced convergence the closer an enemy is under optimal range - something that would affect ALL weapons.
A face hugging enemy 1 meter from an atlas means that a torso mounted Gauss would essentally have ZERO convergence.
At 330 meters it would have 50% convergence with other weapons so they would not hit the exact same spot.
Arm moutned weapons would fair a bit better due to their movement but they would still have a slight problem depending on how wide the mech is.
Edited by Terror Teddy, 20 May 2013 - 10:08 AM.
#8
Posted 20 May 2013 - 10:09 AM
#11
Posted 20 May 2013 - 10:20 AM
Syllogy, on 20 May 2013 - 10:01 AM, said:
You find extreme movement to one direction a complete joke and mock the OP, but the opposite situation isn't a problem? Medium Lasers have had their recycle times lowered by a factor of three ffs. All the OP suggested was moving the heavy weapons to the longer time frame. I see no mention at all of the middle ground support weapons. The game can still be fun with a change like this... it is not as if you are waiting twenty seconds to fire your lone gun in World of Tanks, now is it?
#12
Posted 20 May 2013 - 10:21 AM
Karr285, on 20 May 2013 - 10:09 AM, said:
Why not - it would only improve the game as weapon ranges would now suddenly have another tactical depth since you might want to exchange a ERPPC to X4 ML to have something useful up close.
#14
Posted 20 May 2013 - 10:25 AM
No, this is not balance, nor does it represent TT or anyu other MW computer game that has ever existed.
#15
Posted 20 May 2013 - 10:26 AM
Syllogy, on 20 May 2013 - 10:01 AM, said:
1. Go back to basic armour
2. Split weapon damage into 10 second DPS
3. Chop up the 10 seconds into different chunks of cycle time for each weapon.
AC/20 could do 5 damage each 2,5 seconds and while that wont SOUND like much it would be felt a lot more if your armour is half of what it is and it is.
LRM20 could do 2 damage per second as it spawns LRM's towards an enemy.
Hell, we might even have had an option to select what type of gun we want, like an actual AC20 that DOES fire once every 10 seconds but unloads those 20 damage at once and instakills a light enemy since we would have the actual TT ratings of armour.
ALPHA damage would also be more interesting since an alpha strike was usually delivered during ten seconds and not ONE like we have in MWO.
I'm telling you, it would work.
#16
Posted 20 May 2013 - 10:27 AM
Edited by Eleshod, 20 May 2013 - 10:27 AM.
#17
Posted 20 May 2013 - 10:31 AM
Lupus Aurelius, on 20 May 2013 - 10:25 AM, said:
No, this is not balance, nor does it represent TT or anyu other MW computer game that has ever existed.
I'm talking about adding convergence limits to ALL weapons, not just "sniper" weapons. They would still do the damage but how well will you get your X6 AC2 Jager to aim his arms towards the jenner sniffing it's crotch within 3 meters?
The arms cannot ALIGN in such a tight angle towards it's center torso. Damage is just fine but the guns would have problems hitting the same spot on an enemy extremely close.
It sure as hell would give an incentive to use more balanced builds than these X4-6 LL monsters we have seen and actually USE close range weapons when appropriate.
Eleshod, on 20 May 2013 - 10:27 AM, said:
Pfft.
They've nerfed Gauss before and will do so again if needed.
I'm not aiming to cripple ONE system of weapons but rather add tactical choices and pros and cons to ALL weapons so that there is an actual INCENTIVE to use something smaller than an ERPPC on a Stalker that people like to spam so much.
#18
Posted 20 May 2013 - 10:33 AM
problem is the laser weapons are doing really CRAPPY in the heat department. In every other mechwarrior game i could fire medium lasers almost all day even if i had a bunch of them (depending on the mech of course) and i had the heat sinks to cover it.
i mean right now an awesome isnt really any better at using 8 medium lasers then a hunchback is. Since they both have about the same heat restrictions. The awesome would run out of room for heatsinks before tonnage.
im fine with the 4 second PPC time added, but frankly i think laser weapons need some loving. The fact they suffer with both their damage over a duration function (which has its perks just not when paired with its drawbacks) combined with fact that its cooldown doesnt even START until the beam duration ends.
makings good balanced weapons crappy just to get people to use the unbalanced crappy weapons isnt a good fix.
also convergance would only hurt brawlers it wouldnt touch the PPC boats and poptarts that people are really crying about.
#19
Posted 20 May 2013 - 10:36 AM
AC/2, UAC/5, AC/5, AC/10? they don't fall into the category perfectly.
Good range? Yes.
Fast bullet travel speed? AC/2, yes, the rest is average.
Deal a lot of damage in a single shot? AC/10 yes, the rest is not.
IMO, Gauss Rifle is "quite where it's supposed to be" currently.
It weighs a lot, requires a lot of crit space, requires ammo, and very fragile. So I guess it's kinda fair to have it's drawbacks..
Terror Teddy, on 20 May 2013 - 10:31 AM, said:
I'm not aiming to cripple ONE system of weapons but rather add tactical choices and pros and cons to ALL weapons so that there is an actual INCENTIVE to use something smaller than an ERPPC on a Stalker that people like to spam so much.
^this
Edited by pencilboom, 20 May 2013 - 10:39 AM.
#20
Posted 20 May 2013 - 10:36 AM
Terror Teddy, on 20 May 2013 - 10:31 AM, said:
And the best way to do that is address the heat system and the fitting system. Limit crit slots that can be used for weapons systems in each section. Have heat be a hard cap, with more heat sinks just increasing the rate of heat dissipation.
Heat sinks adding heat capability and no limitation to how many crits can be used for specific catagories of weapons is the root cause for multiple issues. "Corrective Action" needs to address the actual root cause, not repeated nerfs and buffs to weapon systems.
This would limit ALL MECHS equally, prevent boating of any larger weapon systems, and drive more "balanced" builds.
(Except AC2 boating Jagers and Cataphracts, which would still be able to boat. That would have to be limited as well, in order to be "balanced")
Edited by Lupus Aurelius, 20 May 2013 - 10:42 AM.
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