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Maverick's Major Balance Overhaul


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#1 Phoenix Branson

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Posted 01 July 2013 - 08:20 PM

Ammo Changes

Autocannons need more ammunition to stay competitive throughout the match, especially when 12 vs. 12 gets implemented into the game. The ammo changes are shown below…

AC/2: Ammo is increased from 75 to 100 shots/ton.
AC/5: Ammo is increased from 30 to 40 shots/ton.
ULTRA AC/5: Ammo is increased from 25 to 40 shots/ton.
AC/10: Ammo is increased from 15 to 20 shots/ton.
LB 10-X: Ammo is increased from 15 to 20 shots/ton.
AC/20: Ammo is increased from 7 to 10 shots/ton.
MG: Players can now purchase machine gun ammo in one ton or half ton increments.

Weapon Changes

Machine Gun: The damage is increased from 0.10 to 0.16/bullet and cone of fire is removed.
Reason: This change makes it a viable weapon on the battlefield.

AC/2: The heat is decreased from 1.0 to 0.80.
Reason: This weapon could use a slight reduction in heat.

AC/5: The recycle is decreased from 1.5 to 1.25 seconds.
Reason: This weapon has the lowest DPS for ballistics aside from MG and brings it up to par.

AC/10: The range is increased from 450 to 500 m.
Reason: This weapon needs a range boost to prevent it from being overshadowed by AC/20.

LB 10-X AC: The damage is increased from 1.0 to 1.5/pellet.
Reason: This weapon severely needs a damage boost.

SRM 2/4/6: The damage is increased from 1.5 to 2.0/missile.
Reason: It’s painfully obvious that a damage buff is all that is required to make SRM viable.

PPC: The heat is increased from 8 to 10.
PPC(ER): The heat is increased from 11 to 13.
Reason: Both of these weapons are simply too dominant. Increasing heat should do the trick.

Flamer: The range is increased from 64 to 90 m.
Reason: This weapon currently suffers from a severe lack of range.

Small Pulse Laser: The beam duration is decreased from 0.50 to 0.25.
Medium Pulse Laser: The beam duration is decreased from 0.75 to 0.50.
Large Pulse Laser: The beam duration is decreased from 0.75 to 0.50.
Reason: Reducing pulse laser beam duration makes them better brawling weapons overall.

Pilot Lab Changes

The efficiencies shown below are now prorated by weight class, such as:

Kinetic Burst: Increases BattleMech acceleration by:

22.5% for Light Mechs
20.0% for Medium Mechs
17.5% for Heavy Mechs
15.0% for Assault Mechs

Hard Brake: Increases BattleMech deceleration by:

25.0% for Light Mechs
21.5% for Medium Mechs
18.0% for Heavy Mechs
14.5% for Assault Mechs

Speed Tweak: Increases top speed by:

10.0% for Light Mechs
8.5% for Medium Mechs
7.0% for Heavy Mechs
5.5% for Assault Mechs

Reason: These three efficiency changes would increase the number of light and medium BattleMechs on the battlefield, drastically improving the metagame.

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#2 Victor Morson

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Posted 01 July 2013 - 08:28 PM

I don't think this would fix everything, and I'd like to see more velocity changes involved.. and I'd rather see PPCs on a longer recycle than more heat..

..but I wouldn't complain about any of the above changes even if I think they, themselves, are not enough. i.e. Pulse Lasers need your duration decrease and a damage buff in the LPL range, etc.

But again, I also don't hate any of the changes and think most are a good step in the right direction, so +1!

#3 Phoenix Branson

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Posted 02 July 2013 - 04:19 PM

View PostVictor Morson, on 01 July 2013 - 08:28 PM, said:

I don't think this would fix everything, and I'd like to see more velocity changes involved.. and I'd rather see PPCs on a longer recycle than more heat..

..but I wouldn't complain about any of the above changes even if I think they, themselves, are not enough. i.e. Pulse Lasers need your duration decrease and a damage buff in the LPL range, etc.

But again, I also don't hate any of the changes and think most are a good step in the right direction, so +1!


Thanks. I think these changes would improve the metagame tenfold.





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