Edited by Veev, 17 July 2013 - 07:38 AM.
1
Srm's And Balance....
Started by Veev, Jul 17 2013 07:35 AM
8 replies to this topic
#1
Posted 17 July 2013 - 07:35 AM
How can you tell SRM's and ssrm's blance is broken? Check the damage per ton after each calculation change from PGI....... It should be staying flat on damage per ton since that is one of the balance points of missles and ballistics. If the damage of the weapon is being adjusted to compensate for lower alphas then each ton should be carrying more shots. With the SSRM's each ton is worth 150 damage per ton right now where it used to be worth 250 8 months ago. SSRM's are the same way. With each nerf to damage it has been a double nerf. LRM's are in the same boat. Please at the very least increase the ammo capacity of the weapons to maintain usability of the weapons since with each swing of the hammer you are nerfing them 2 times or buffing them 2 times. Case and example. Lrms are currently doing 198 damage per ton of ammo. This is a long range weapon that is trading payload capacity for longer range. Why is the SSRM's only getting 150 damage per ton and this is viewed as acceptable and good when they are trading shorter range for greater damage? The SRM's are only doing 200 damage per ton right now. Please correct this problem and I think there would be a lot less grief about those weapons and the viability of them even though the alpha is not as high. Ballistics are sitting about 140 damage/ton for A/C20 and each other is 150. These should be lower than the missiles because they are direct-fire concentrated fire with no spread and no counter. The MCG's are sitting at 200 damage per ton.
#2
Posted 17 July 2013 - 03:09 PM
Could you reformat your post I don't want to read it.
#4
Posted 17 July 2013 - 04:10 PM
Veev, on 17 July 2013 - 07:35 AM, said:
How can you tell SRM's and ssrm's blance is broken? Check the damage per ton after each calculation change from PGI.......
Stopped reading here. Damage per ton is a completely meaningless stat in a game the has limited hardpoints, i.e. when you try to decide how many SRM launchers you are going to mount, weight is almost never a limiting factor.
#5
Posted 17 July 2013 - 04:16 PM
IceSerpent, on 17 July 2013 - 04:10 PM, said:
Stopped reading here. Damage per ton is a completely meaningless stat in a game the has limited hardpoints, i.e. when you try to decide how many SRM launchers you are going to mount, weight is almost never a limiting factor.
it serves a purpose, but we need to also pay attention to heat, ammo, and critical space. one major balancing factor for some of the bigger weapons is how many you can fit on a mech. you can only have 1 ac20 in any section of a mech.
#6
Posted 17 July 2013 - 04:18 PM
You can't talk about Missile balance until hit detection is fixed. Period. You can make the SRMs do 100 Damage per Missile but it won't mean a thing if 95% of the missiles are not registering any damage.
#7
Posted 17 July 2013 - 04:19 PM
GingerBang, on 17 July 2013 - 04:18 PM, said:
You can't talk about Missile balance until hit detection is fixed. Period. You can make the SRMs do 100 Damage per Missile but it won't mean a thing if 95% of the missiles are not registering any damage.
you are right at this point we are just spreadsheet warriors.
#8
Posted 17 July 2013 - 04:25 PM
All I know is that brawling is back in the game and that is a good thing.
#9
Posted 17 July 2013 - 04:32 PM
blinkin, on 17 July 2013 - 04:16 PM, said:
it serves a purpose, but we need to also pay attention to heat, ammo, and critical space. one major balancing factor for some of the bigger weapons is how many you can fit on a mech. you can only have 1 ac20 in any section of a mech.
What is that purpose? As you've said, "usefulness" of a weapon is a function of about a dozen parameters and also depends on the mech you're trying to mount it on (location of harpoints, hitbox sizes, etc.).
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