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Case, Jump Jets And, For Goot Measure, Ppcs


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#1 Bors Mistral

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Posted 29 June 2013 - 09:43 AM

Let's try and have a discussion on those 3 things. I'm including PPCs here against my better judgment.

C.A.S.E
It's current implementation is so extremely situational, that it makes me wander if even 1% of the players use it. My proposed changes are (yes, I know some of them are partial benefits lifted from the clan version or CASEII, but those will probably need a boost if/when introduced to the game too.):
- Make it mountable on arms
- Let it reduce 25% damage caused by component explosions
- Give a small bonus to ammo durability

Jump Jets
Now that their pop-tarting utility has been reduced a little, some old concerns about them jump up gain.
- Do you think the jump distance or height is too short?
- Would you like having more jump-jets increase jump speed?

PPC
First, let me say that I think the upcoming changes to the heat system (after some tweaking), combined with the changes to climbing slopes, will go a long way towards making the PPC class overshadow everything else less. Now, I agree that it still has to be a fearsome weapon. However, with its current stats it rules over all engagement ranges. Having it good at medium to long distance is how it should be, but it's brawling capacity needs to be greatly reduced.
Two things I suggest (and they are not heat related):
- Increase the min range damage fallout of the PPC from 90m to 180m. Give the ERPPC a 90m min range.
- Make intentional the firing delay that was sometimes present before. Start with half a second of capacitor charge. This will give PPCs some of the keep-on-target disadvantage that lasers have, while at the same time keeping it different.

So, opinions? And, please, start by commenting on my proposition before bringing forth your own.

#2 Deathlike

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Posted 29 June 2013 - 09:50 AM

Considering that the behavior of CASE is technically best suited in the side torsos... I'm not sure that's a solution...

#3 mike29tw

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Posted 29 June 2013 - 09:51 AM

Nobody uses case because the chance of ammo explosion is too low to make it a good tonnage investment.

http://mwomercs.com/...t-lower-damage/

Make it more consistent and allow us to mount it on arms/legs, and you'll see everyone with ballistic ammo using it.

#4 Bors Mistral

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Posted 02 July 2013 - 07:46 PM

The terrain traversing changes are now in game... and I love them.

However, one of the things they've accomplished is to demonstrate yet again how limited the current implementation of Jump Jets in the game is.

Say you wish to scale a hill. If you jump, land still on the uphill slope, and your speed drops to 0... your next jumpis plain vertical. You're either forced to give up or to try to awkwardly shuffle sideways in hope to get some speed under an angle that permits you to advance a little.

Damnation, PGI, put it on the list of things to get some vector control for jumping implemented.

#5 Levi Porphyrogenitus

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Posted 02 July 2013 - 08:34 PM

CASE is nearly required if you mount a Gauss, especially if it's in a side torso hard point (Atlas drivers, I'm looking at you; too many easy Atlas kills just from popping the Gauss). It also makes it tenable for a STD Engine build that needs a whole lot of ammo to pack some in without going up like the 4th of July if the enemy has an MG or two on board.

JJs are hugely useful now with the terrain movement modifiers. I'd argue that they need more of a "kick" to them when they're burning (use more fuel faster but move you further in the same time frame), with more vertical movement (keep horizontal largely dependent on whatever inertia the mech has built up) that increases meaningfully with each new JJ added.

PPCs should have their projectile speeds differentiated (make PPCs slower than ERPPCs by a few hundred m/s) and their heat ticked up a notch. I'd also love to see them treated more like a lightning cannon (like in the fiction) and given a mixed direct damage and arcing damage profile (5 to first hit, 3 to random adjacent location, 2 to next random adjacent location). http://mwomercs.com/...-arcing-effect/

#6 General Taskeen

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Posted 02 July 2013 - 08:43 PM

There is a form of CASE that can be mounted anywhere.

Its called Clan CASE and it weighs 0 tons, lol. It'll arrive eventually. There is also the advanced CASE II. Case II basically totally protects the internals, and makes the explosion destroy the armor instead.

In any case, yes improvements can be made in areas. Currently the case does nothing to protect an XL engine from an exploding weapon or ammo, and yet, case protecting XL should have been programmed in a long time ago to make it useful for that.

Edited by General Taskeen, 02 July 2013 - 08:46 PM.


#7 xDeityx

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Posted 02 July 2013 - 08:46 PM

View PostBors Mistral, on 29 June 2013 - 09:43 AM, said:

Let's try and have a discussion on those 3 things. I'm including PPCs here against my better judgment.

C.A.S.E
It's current implementation is so extremely situational, that it makes me wander if even 1% of the players use it. My proposed changes are (yes, I know some of them are partial benefits lifted from the clan version or CASEII, but those will probably need a boost if/when introduced to the game too.):
- Make it mountable on arms
- Let it reduce 25% damage caused by component explosions
- Give a small bonus to ammo durability


Good ideas. I agree totally that C.A.S.E. is total garbage right now. I can't imagine ever using it.

View PostBors Mistral, on 29 June 2013 - 09:43 AM, said:

Jump Jets
Now that their pop-tarting utility has been reduced a little, some old concerns about them jump up gain.
- Do you think the jump distance or height is too short?
- Would you like having more jump-jets increase jump speed?


I get by on one jump jet on every 'mech I can equip them. The cost:benefit ratio is amazing for the first jump jet, but then it plummets for the second one and each consecutive. I'm not sure how that ties into your questions but I feel it is a concern. I would recommend increasing the effectiveness of the jump jets beyond the first.

View PostBors Mistral, on 29 June 2013 - 09:43 AM, said:

PPC
First, let me say that I think the upcoming changes to the heat system (after some tweaking), combined with the changes to climbing slopes, will go a long way towards making the PPC class overshadow everything else less. Now, I agree that it still has to be a fearsome weapon. However, with its current stats it rules over all engagement ranges. Having it good at medium to long distance is how it should be, but it's brawling capacity needs to be greatly reduced.
Two things I suggest (and they are not heat related):
- Increase the min range damage fallout of the PPC from 90m to 180m. Give the ERPPC a 90m min range.
- Make intentional the firing delay that was sometimes present before. Start with half a second of capacitor charge. This will give PPCs some of the keep-on-target disadvantage that lasers have, while at the same time keeping it different.

So, opinions? And, please, start by commenting on my proposition before bringing forth your own.


Honestly I would leave PPCs alone, maybe nerf their heat efficiency a bit. What I'd much rather see is other weapons (specifically brawler weapons but even things like AC2) get a buff to bring them up to par with the PPC. The PPC feels good right now, its the other weapons (particularly LBX, SRM, and pulse lasers) that feel crappy.

#8 Dephylr

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Posted 02 July 2013 - 10:25 PM

Considering what happened with splash damage in the past, do we really want them to create an energy version of lrmolocaust and the splatocalypse?





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