

Total Laser Overhaul
#1
Posted 30 July 2013 - 10:12 AM
Laser/cycle/damage/heat
small/1.75/3/2
SPL/1.5/4/3
Med/2/5/3
MPL/1.75/6/4
Large/3.25/8/7
LPL/3/9/8
ERLL/4/9/9
Tonnage for weapons, and range would stay the same, and only the core mechanics that need to be change'd would be. For the extra weight, pulse versions of the weapons will give you a much faster cycle time allowing you more shots fired in exchange for less firepower and more heat.
I'll come back and format this post later but this basic idea will make all the lasers in line with all the ballistics monsters PGI has spawned by nerfing the **** out all forms of lasers in cycle and damage and heat.
#2
Posted 30 July 2013 - 10:56 AM
Edit: and smaller weapons should be slightly more efficient than larger ones so that hardpoints retain value.
Edited by xDeityx, 30 July 2013 - 11:02 AM.
#3
Posted 30 July 2013 - 11:16 AM
Reducing the beam time on pulse lasers might be an option. Or raising the damage of lasers and pulse lasers but also raising the beam time on the std lasers.
#4
Posted 30 July 2013 - 11:51 AM
xDeityx, on 30 July 2013 - 10:56 AM, said:
Edit: and smaller weapons should be slightly more efficient than larger ones so that hardpoints retain value.
I have little faith in PGI but even they could do this fix. They just need to change a few lines in the code to do this. As far as your edit, that's what I hope to accomplish. Pulse version have a very slight damage and cycle time and damage, I looked to fix that by making the damage a whole number more, and rather a really minuscule fraction of the normal version to a visible shorter time.
#5
Posted 30 July 2013 - 07:57 PM
Sprouticus, on 30 July 2013 - 11:16 AM, said:
Reducing the beam time on pulse lasers might be an option. Or raising the damage of lasers and pulse lasers but also raising the beam time on the std lasers.
My idea gives pulse lasers shorter cycle times then what they currently now, and make them noticeably faster then the normal laser counter parts rather then a barely fraction of a second they are now. from .75 of a second to .50 of a second is big.
Compared to the med in this model; as in when you would be able to fire again:
1st shot/2nd shot/3rd shot seconds
SPL1.5/3/4.5
Med: 2/4/6
Compared to what it is now, this is huge.
#6
Posted 30 July 2013 - 09:33 PM
CancR, on 30 July 2013 - 10:12 AM, said:
Laser/cycle/damage/heat
small/1.75/3/2
SPL/1.5/4/3
Med/2/5/3
MPL/1.75/6/4
Large/3.25/8/7
LPL/3/9/8
ERLL/4/9/9
Tonnage for weapons, and range would stay the same, and only the core mechanics that need to be change'd would be. For the extra weight, pulse versions of the weapons will give you a much faster cycle time allowing you more shots fired in exchange for less firepower and more heat.
I'll come back and format this post later but this basic idea will make all the lasers in line with all the ballistics monsters PGI has spawned by nerfing the **** out all forms of lasers in cycle and damage and heat.
No, no, no... oh hell no.
The ONLY way that kind of idea works is if the laser impacts with its full damage once, not the umpteenth times it "hits" during the duration.
You'd need like a special "targeting laser" that keeps it on a part or the mech for the entire time, the damage spread out like that makes it useless. Beyond useless really, its like an Atlas with a MG in the side torso, worse really.
#7
Posted 30 July 2013 - 10:08 PM
#8
Posted 30 July 2013 - 11:16 PM
#9
Posted 30 July 2013 - 11:49 PM
Edited by Goose, 31 July 2013 - 12:54 PM.
#10
Posted 31 July 2013 - 01:50 AM
#11
Posted 31 July 2013 - 08:57 AM
#12
Posted 31 July 2013 - 09:29 AM
CancR, on 31 July 2013 - 08:57 AM, said:
Snarkiness and "holier than thou" attitude aside, this is why people shouldn't be allowed to post "balancing fixes". They have no clue what the **** they're doing. I don't claim to know how to fix things myself, I can only offer advice from MY point of view, and I realize it's going to be heavily biased.
#13
Posted 31 July 2013 - 09:37 AM
Lasers are efficient by weight/space and inefficient by heat.
Ballistics are efficient by heat and inefficient by weight/space.
Missiles are in the middle.
This is rudimentary Battletech game design.
However, I do agree that PGI lacks the skill to edit existing XML data to "aggressively balance weapons".
#14
Posted 31 July 2013 - 04:31 PM
DEHK, on 31 July 2013 - 09:37 AM, said:
Lasers are efficient by weight/space and inefficient by heat.
Ballistics are efficient by heat and inefficient by weight/space.
Missiles are in the middle.
This is rudimentary Battletech game design.
However, I do agree that PGI lacks the skill to edit existing XML data to "aggressively balance weapons".
MWO has none of these as lasers generate more heat then they should, ballistics don't generate enough heat, esp since you can take any tonnage you want and stick 2 Gauss, or at the least a Gauss with another weapon keeping heat much lower then any mech that relies on energy, and missiles are just short range ballistics, because if you can press m1 once and get a kill, the cry babies go nuts on the forums.
F- for facts, d- for effort.
And for the masses that babel about thing they don't know anything about,try playing battletech and other mechwarrior game or battle tech before mentioning them.
#15
Posted 31 July 2013 - 04:36 PM
Volthorne, on 31 July 2013 - 09:29 AM, said:
All this blissful ignorance, and yet devs of competitive games for decades has looked to the most skilled in the community for balance. games you may of heard of like Quake, Star Craft, Team fortress 2, LoL, even MW:LL.
You can't accuse other people of not knowing how to balance a game just because you don't, that's just lazy and stupid.
Like..Blatantly ripping off gaming's favorite joke by removing one word and adding in two more..Oh I see...You are a PGI employee on a smurf account.
#17
Posted 31 July 2013 - 05:33 PM
#18
Posted 31 July 2013 - 05:35 PM
Pulse lasers need to be reworked entirely from scratch so they're actaully a unique weapon system instead of a shittier, heavier, shorter ranged, hotter version of normal beam lasers with zero upsides other than a negligible shorter burn time -- la de freaking da --
#19
Posted 31 July 2013 - 05:37 PM
#20
Posted 31 July 2013 - 06:50 PM
Diablobo, on 31 July 2013 - 05:37 PM, said:
Straight out of closed beta, and TT. Why where they changed from Closed beta? Because the PPC/LRM monsters cried when the gap was closed ad because of that we just stomped them. Skill Socialism at it's finest.
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