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Small Change To Fix Alphas And Game Play.


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#1 XX Sulla XX

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Posted 04 July 2013 - 10:31 AM

Here is a first draft of my idea to fix the highest pinpoint alphas and some other problems in the current meta in a simple and easy way. I am sure if there are problems with it you guys will let me know. And even some things that arent problems I will probably here a about. :)

Large pinpoint Weopons total 3 firing together. (See bottom of post for details of how it works.)

-Duel AC20 - 40 Alpha (Limit range of AC20s more for a trade off of highest alpha)
-Duel Gause Rifles - 30 Alpha
-Gause Rifle and AC 20 - 35 Alpha
-AC 20 and two PPC - 40 (Nurf PPCs more to offset all of their pros. This will be a fine balancing act but is possible.)
-Three PPCs - 30 Alpha
-Two PPCs and a Gause - 35
-AC10 falls into this group but is just not used much.
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Med pinpoint weopons like AC5 no firing change.
-These seem balanced and do not need much if any changes.
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Large laser no firing change.
-The damage is spread because of beam time. And they are already well balanced except for pulse lasers.
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Mid lasers no change in firing.
-9 Med lasers - 45 Alpha but you have to hold it on target.
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Missle weopons no change in firing.
-Damage is spread on these weopons so they can have a higher alphas than the 40. Plus SRM range is short already. But SRMs do need a small damage increase.
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Small weopons no firing change.
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LBX no firing change but could use a buff.
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I believe these changes will fix the current high alpha problem without drastic changes. And I believe it fits well with what the community wants according to my poll http://mwomercs.com/...ther-questions/


>>>(How it works for you skimmers.) Now the question is how to implement it. I believe the most strait forward way is to do it in the weapon group controls. The way it would work is when you are adding items to a group it it would automatically limit the number of large pinpoint weopons to three. You would not be able to add the 4th. Also when a new build it first launched it will automatically have the most common grouping. There are only so many combinations so this is not hard to add. There will need to be visual cues and maybe other info to show what is going on with the limit. I also would think there probably needs to be a small built in firing delay between firing groups of weopons.

Along with the firing changes it would need the weopons changes I mentions

-Limit range of AC20s more for a trade off of highst alpha

-Nurf PPCs more to offset all of their pros. This will be a fine balancing act but is possible.

-Increas damage of SRMs

So in conclusion I believe this will limit pinpoint alpha damage size and range in a way most players will find fun. And I believe it will also make range more of a factor in loadout choices by limiting the highest alphas to short range only. I also think it will be the least drastic change to the way the game works. And of course the coding should be strait forward I think.

And as for explaining why it is this way in the game. Well there are any numbers of reasons you could choose. Probably some nonsense about the power system I would think would work.

Edited by XX Sulla XX, 04 July 2013 - 10:45 AM.






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