Easy, guys, we were just starting to get a decent, constructive conversation going, let's not spoil it now.
DeaconW, on 30 June 2013 - 08:15 PM, said:
Hence the reason he went in my ignore list a while ago.
I don't like putting people on my ignore list, for a variety of reasons. I find it's easy enough to just ignore people if they post bad ideas or bad posts.
DeaconW, on 30 June 2013 - 08:15 PM, said:
No, I just think it should just be very difficult for heavies or assaults to do successfully.
I know I have said this before but the first thing I believe they should do that would fix the overall meta right now is END PERFECT CONVERGENCE FOR ALL SIMULTANEOUSLY FIRED WEAPONS. I think if you fixed convergence and just left reticule shake while jumping so that past 500 m, half your shots miss in an Assault, it would probably be enough to balance the meta. These heat changes that are coming are just adding another complexity layer vice fixing the real issue IMO.
Well, I think there should definitely be skill involved in poptarting well regardless of the weight class, just as there should be skill involved in sniping regardless of the weight class, just with another dimension added in. I don't want it to be so hard, though, that it's not fun to play, because it's my preferred play style, and because I think all play styles should be fun to play.
So it sounds like we're largely agreeing there, with any difference just being quibbling over the details of how difficult is best.
Now, I don't think that the core problem is perfect convergence for all weapons, because unless they changed things on me without me noticing, convergence only exists for weapons mounted in arms with lower actuators. Torso weapons, and the weapons mounted in arms without a lower actuator, like the Stalker's arms, don't converge because they don't have any side-to-side motion outside of the torso twist.
Now, if you mount weapons in arms with lower actuators, they will converge, but I don't think that's a huge problem because, for one, there aren't many mechs where you can get all your weapons in the arms like that, and two, that lower actuator takes up critical slot space, limiting the amount of firepower you can put into an arm with a lower actuator, even if you have the hardpoints for it.
I also think convergence should remain to give snipers a real reason for their existence, and to distinguish direct fire support builds from indirect fire support builds. The weapons snipers use should be balanced such that they have to carefully place those shots, though, so that there is a high reward in terms of damage concentration, but an appropriately high risk in terms of heat generation, ammo costs, etc. for landing the shot, and especially for missing the shot.
That way it becomes a game of player skill, and risk vs reward player decision making, rather than a game of dice for whether or not you'll hit your target.
To that end, and to bring up another point of agreement, I think we can all agree that, as currently implemented, the PCC is overpowered. It is way too effective for what it does, with far little penalty for using it, and so you see it everywhere. Since HSR, it really has become PPCWarrior Online, in one form or another.
I think we can also all agree that the over-powered PPC is making a significant contribution to poptarts being overpowered. PPCs are the standard, go-to weapon for all sniper builds, and poptarts are no exception to that, so when the PPC is overpowered, all sniper builds that use it are going to be overpowered to some degree or another because of that.
As I have said many times, the introduction of HSR is what really made the PPC OP, because the buffs that were added to it to make it a competitive and viable weapon before HSR was introduced, were not removed when HSR was introduced.
The PPC travels too fast, it's too easy to hit targets at range with it, especially fast-moving Lights and Mediums that don't have the armor to take the hits.
The PPC also does not generate enough heat when fired - mechs that carry significant numbers of them for high-damage, pinpoint alpha strikes do not incur a sufficient heat penalty when firing large numbers of them, so they are able to fire them more often, making them choose their shots less sparingly.
If you slow the PPC travel speed back down, and bump the PPC and ERPPC heat generation values back up to the stock TT values, the PPC would become balanced again. It would require more skill to use, both in aiming and landing shots, and in choosing when to take a shot, and whether or not a shot is worth taking.
You would probably still see 6-PPC Stalkers, but they would be rare, and their drivers would conserve their shots and place them very carefully, because the slower shot speed would give them a higher chance of missing, and with the stock TT heat gen values, they can't afford to miss.
Poptarts would be affected, too, because poptarts don't cut down on their firepower to get the JJs in. Heatsinks, armor, and/or engines are cut out to get the JJs in, and if you return PPCs to stock heat values, poptarts will feel it. You'll see them jump up less often, or fewer times in a row, because they will build up heat quickly, and they will be even less able to deal with mechs that get in close, because they won't be able to fire fast enough to compete in a brawl. Reducing travel times will be felt even more on the poptart, because the vertical movement of the poptart makes landing the shots more difficult than a ground-bound sniper, even without the mech's velocity being added to the weapons' velocity.
I'll go over the poptart counters in another post, after I've heard your response to the above.