Garth Erlam, on 21 May 2013 - 08:20 AM, said:
- All new players starting the game will have 2 Elo scores assigned to them.
- New Player Elo = 1100 (N-Elo)
- Standard Player Elo = 1300 (S-Elo)
- Any new player (has 25 games or less in their history) will be using their N-Elo score to be matched with other players.
100 games and N-Elo of 600.
Garth Erlam, on 21 May 2013 - 08:20 AM, said:
Weapon Tuning
LRM- Speed 120 (up from 100)
- Damage 0.9 (up from 0.7)
AMS- Damage per bullet 3.5 (up from 2.0)
In other words LRMs are still useless, even more useless then they were if your enemy has AMS.
Garth Erlam, on 21 May 2013 - 08:20 AM, said:
NARC- Range 450 (up from 270)
- Duration 30 sec (up from 20 sec)
- Ammo per ton 12 (up from 6)
LB 10-X- Spread 2.25 (down from 3.0)
Machine Gun- Damage 0.08 (up from 0.04)
- Range 120-240 (up from 90-200)
- Crit Chance 0.11,0.06, 0.02 (down from 0.14,0.08,0.03)
Autocannon 5- Range 620-1700 (up from 540-1620)
- Cooldown 1.5 (down from 1.7)
Just why?? The fact that nobody uses smth is not a valid reason to buff it.
Garth Erlam, on 21 May 2013 - 08:20 AM, said:
PPC/ERPPC- Cooldown 4.0 (up from 3.0)
So now everybody is gonna pop-tart with PPC boats every 4 seconds instead of every 3 seconds. Such a nice improvement to game balance!
Garth Erlam, on 21 May 2013 - 08:20 AM, said:
Beagle Active Probe- Now counters ECM within 150m.
- BAP will only counter 1 enemy ECM 'Mech within its range
- A Mech that equips both ECM and BAP will only receive the sensor range bonus and the ability to detect powered down Mechs from BAP. Other BAP features gets overridden by the active ECM.
Just why is it 150m? LRMs are useless, SSRMs are too good. 150m range means nothing to LRMs and everything to SSRMs. Buff what is already overpowered and nerf what is already underpowered... really?
Also ... why we don't get all BAP features with ECM on and at the same time why the **** can I still fire SSRMs and LRMs with my ECM on ???
Garth Erlam, on 21 May 2013 - 08:20 AM, said:
- TAG decreases the time it takes to get a lock to 50% of the normal time, and increases the time it takes to lose a lock to 150% of the normal time.
- Narc decreases the time it takes to get a lock to 75% of the normal time, and increases the time it takes to lose a lock to 125% of the normal time.
- Artemis decreases the time it takes to get a lock to 50% of the normal time size when the Mech has line of sight to its target.
- Known Issue: Artemis equipped Mechs will always receive these bonuses, even without line of sight.
- Bonuses from TAG stack with those from Narc or Artemis, but an Artemis equipped Mech receives no bonuses from Narc Beacons
In other words get all the expensive funny stuff and all the *redacted* target decay modules and your missiles follow targets for 5 seconds after you lost lock, going around buildings etc. .... just great. And Artemis works with no line of sight. Super.
Failure to recognize that your ECM is what is broken and not smth else is just getting funnier and funnier. Using crutches won't fix it.
1) ECM is broken, its ECM not Angel-ECM or super-duper-one-way electronic bonanza.
2) LRMs are still useless because of ECM (see no.1)
3) SSRMs are even better now coz yaaay no ECM inside 150m
4) SSRMs really need a buff because yes ... center-torso-only hits.
5) SSRMs surely need yet another buff, because yaay, I can shoot guided missiles with my ECM on! (see no.1)
6) And sure PPCs are working just fine because a PPC boat beats an SRM-LBX boat in a close range fight!
7) And sure 4 sec recharge instead of 3 sec recharge for PPCs is a great improvement to game balance while anyone who actually playes the game sees well enough that pop-tarter PPC boats do not jump every 3 seconds.
8) If you will not remove perfect convergence the game will always be a pop-tart PPC-Gauss boats just like MW4 was. Nothing you do to PPCs will change it. Make it 10 sec recharge I will be jumping once every 10 sec. Make it 20 heat per shot I will do same. Removing perfect convergence and forcing players to do it manually solves 95% of broken mech builds and makes normal builds valid and playable again. Apart from that it gives skilled players an edge over a 6-PPC Stalker noobs who currently play this game in point-and-click easy mode.
Edit: One last thing. There are hundreds of suggestions on these forums that actually make much more sense than what you are currently doing to improve game balance.
Edited by PhoenixFire55, 21 May 2013 - 10:16 AM.