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Maverick's Major Balance Patch


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#1 Phoenix Branson

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Posted 16 August 2013 - 11:30 AM

Machine Gun
  • The cone of fire is removed.
  • Players can now purchase machine gun ammo in one ton or half ton increments.
Flamer
  • Increase the damage from 0.7 to 1.0.
  • Increase the range from 64 to 90 m.
AC/2
  • Heat is decreased from 1.0 to 0.80.
LB 10-X AC
  • Selector switch is added to the HUD to allow players to toggle between Shot or Slug.
Gauss Rifle
  • Projectile speed is increased from 1,200 to 1,600 m/s.
  • Cooldown is increased from 4 to 5 seconds.
PPC & ERPPC
  • The damage model for the PPC and ERPPC is changed. Instead of these weapons delivering all the damage to a single location, a certain percentage of the damage will splash into other locations of the BattleMech. For example, if the projectile hits the CT, 70% of the damage will register on the CT while the remaining 30% will splash into the LT/RT respectively (damage will never splash into the head). This would need to be balanced accordingly of course.
Pulse Lasers (Small/Medium/Large)
  • All pulse lasers are redesigned with no cooldown (brawling weapons). They will keep firing (like a machine gun) and each pulse of light will do a certain amount of damage (depending on the size of the pulse laser) and continuously builds up heat upon firing. This would need to be balanced accordingly of course.
Ferro-Fibrous Armor
  • Increases the maximum armor of the BattleMech by 10-20%.
Internal Structure
  • The internal structure of all BattleMechs is doubled.
Command Console
  • Equipping the command console adds one module slot to the BattleMech.
ECM
  • ECM shouldn't hard counter LRM’s and SSRM’s, but instead slow lock-on time by 250%.
NARC
  • Duration is increased from 30 seconds to 1 minute.
Cool Shot
  • When Cool Shot is used, white steam is ejected from the BattleMech vents.
Ammo Explosions
  • Ammo explosions are much more likely to happen, but do far less damage (makes CASE essential).
Posted Image

Edited by Maverick01, 16 August 2013 - 03:50 PM.


#2 Sybreed

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Posted 16 August 2013 - 11:36 AM

one medic army's thread is way better

mind you, some of your ideas are good, some will not be implemented unless heavy coding is done to the game (LB-X)

Edited by Sybreed, 16 August 2013 - 11:36 AM.


#3 Phoenix Branson

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Posted 16 August 2013 - 12:07 PM

View PostSybreed, on 16 August 2013 - 11:36 AM, said:

one medic army's thread is way better

mind you, some of your ideas are good, some will not be implemented unless heavy coding is done to the game (LB-X)


I'm just doing my part and sharing what I think could be improved balance wise. :lol:

#4 Team Leader

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Posted 16 August 2013 - 02:42 PM

I pretty much support all of these. ECM one maybe not so much, I think it needs to be brought in line with the TT values and abilities. Would especially love to see pulse laser machine guns in a MW game, not just cutscenes. I would buy the Phoenix pack if they did that and got rid of ghost heat.

#5 Spiff

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Posted 16 August 2013 - 02:53 PM

I like all of these except for ECM and Case. I especially like the pulse laser idea. It gives them a unique role and justifies the extra size, while still keeping them balanced via heat. The PPC idea is also a good one, it solves the convergence issue nicely.

#6 Carrioncrows

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Posted 16 August 2013 - 03:13 PM

View PostSybreed, on 16 August 2013 - 11:36 AM, said:

one medic army's thread is way better

mind you, some of your ideas are good, some will not be implemented unless heavy coding is done to the game (LB-X)


It's not a competition.

But if it was, I'd like to think my thread was at least in the top 3. heh.

Ok, ON TOPIC now.

Command Console DOES add an additional module slot right now!

Or I think it does I haven't checked it in awhile because I only ever needed 1 slot for Seismic sensors.

I agree with some if not most things here, though the LB10-X I would only be ok with that if the regular AC10 had it's cycle time dropped to 2.0 and the LB10-X was still at 2.5

#7 Monky

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Posted 16 August 2013 - 03:16 PM

the pulse laser change would be a huge nerf to pulse lasers, giving them the disadvantage of always having to look at the target in order to deal damage, meaning torso twisting to absorb/spread damage is always a DPS loss.

if anything, regular lasers should be constant beam while pulse lasers are the type we have now, to justify the added weight/heat/short range

I do like the command console idea, but imo it's not generous enough by itself - the thing weighs 3 tons and takes the best spot to put ammo in your mech (depending on the mech) - and would ideally be suited to a rework of modules to something more along the lines of what the initial development pillars stated.

Edited by Monky, 16 August 2013 - 03:30 PM.


#8 Phoenix Branson

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Posted 16 August 2013 - 04:19 PM

View PostSpiff, on 16 August 2013 - 02:53 PM, said:

I like all of these except for ECM and Case. I especially like the pulse laser idea. It gives them a unique role and justifies the extra size, while still keeping them balanced via heat. The PPC idea is also a good one, it solves the convergence issue nicely.


I think pulse lasers desperately need a redesign (they need to be functionally different than normal lasers). As for the PPC, having some of the damage as splash reduces the pinpoint damage of this weapon, which is also needed.





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