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In Before Patch


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Poll: Your bets (56 member(s) have cast votes)

What will be the next OP weapon that PGI needs to break after UAC/5 FIX

  1. SRM (9 votes [6.00%] - View)

    Percentage of vote: 6.00%

  2. SSRM (6 votes [4.00%] - View)

    Percentage of vote: 4.00%

  3. LRM (16 votes [10.67%] - View)

    Percentage of vote: 10.67%

  4. SL/SPL (6 votes [4.00%] - View)

    Percentage of vote: 4.00%

  5. ML/MPL (11 votes [7.33%] - View)

    Percentage of vote: 7.33%

  6. LL/LPL/ERLL (17 votes [11.33%] - View)

    Percentage of vote: 11.33%

  7. PPC/ERPPC (8 votes [5.33%] - View)

    Percentage of vote: 5.33%

  8. MG (9 votes [6.00%] - View)

    Percentage of vote: 6.00%

  9. AC2 (8 votes [5.33%] - View)

    Percentage of vote: 5.33%

  10. AC5 (9 votes [6.00%] - View)

    Percentage of vote: 6.00%

  11. AC10 (9 votes [6.00%] - View)

    Percentage of vote: 6.00%

  12. LBX10 (6 votes [4.00%] - View)

    Percentage of vote: 4.00%

  13. AC20 (25 votes [16.67%] - View)

    Percentage of vote: 16.67%

  14. Gauss (11 votes [7.33%] - View)

    Percentage of vote: 7.33%

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#1 Plavis

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Posted 09 September 2013 - 05:47 AM

Now thats ppc and gauss have been changed its seems to be that UAC5 is the new FOTM

For people that have been here long enough we alredy know all about this Cycle of "THAT IS OP, NERF THAT"

I personaly think after UAC/5 gets changed people will complain about ML builds and LRM

So Let me know what you guys think will be the next weapon to be consider OP that PGI needs to break

#2 Hexenhammer

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Posted 09 September 2013 - 06:01 AM

voted everything because that's WPWD. (What PGI would do)

#3 Livewyr

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Posted 09 September 2013 - 06:12 AM

I'm actually not voting... because I think if they *just* fix the UAC5 (like 20% jam, and slowdown the normal RoF to that of the AC5)

The game might actually be pretty close to balanced weapon wise.


Weapon EFFECTS and MECHANICS however, still need work. My 80 ton mech should not be having violent convulsions from LRM5's, 10s, and AC2s...
The Heat-scale also needs adjusted (since it won't be removed) 3 LRM10s is not anywhere near a devastating alpha strike...

#4 General Taskeen

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Posted 09 September 2013 - 06:13 AM

UAC was always a 'flavor' with macro's. Certainly no reason to use a AC/5 if you have the space and a macro.

It'll get changed regardless - the current UAC "double full damage shell, roll the dice jam" is a very insane mechanic for balance, on the hand its incredibly difficult to balance, AND the rolling dice jam is incredibly frustrating when the game decides to jam the gun for you on the first shot.

Unless of course PGI and the players would like to experience the insanity of UAC/10's or UAC/20's doing double shell, full damage.

#5 AnarchyBurger

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Posted 09 September 2013 - 06:14 AM

I predict that they will add a new mechanic where you have to rapidly press 3 times for every Autocannon shot. The faster you press the faster they will shoot however if you go beyond their intended cooldown time which you will hear by a clicking they will then jam and you will have to begin the 3 clicks over. Of course this not be explained in detail so as to not create any builds that could possibly take advantage of understanding the weapon.

#6 AnarchyBurger

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Posted 09 September 2013 - 06:17 AM

View PostLivewyr, on 09 September 2013 - 06:12 AM, said:

I'm actually not voting... because I think if they *just* fix the UAC5 (like 20% jam, and slowdown the normal RoF to that of the AC5)

The game might actually be pretty close to balanced weapon wise.


Weapon EFFECTS and MECHANICS however, still need work. My 80 ton mech should not be having violent convulsions from LRM5's, 10s, and AC2s...
The Heat-scale also needs adjusted (since it won't be removed) 3 LRM10s is not anywhere near a devastating alpha strike...

Wait.... so you want the UAC5 to be the same as an AC5 except with a 20% jam rate... Da Fug?!

Edited by AnarchyBurger, 09 September 2013 - 06:18 AM.


#7 Plavis

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Posted 09 September 2013 - 06:42 AM

Plead lets keep UAC/5 away from this topic, in the poll as i stated we alredy know UAC/5 will be changed,
the Discussion is about what you think will be the next weapon that will shine and become FOTM.

For people that played since closed beta you should know how this endless cycle is, so this topic is to disscuss what we the players Forsee will happen after the UAC/5 change and the reaction it brings.

#8 Hexenhammer

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Posted 09 September 2013 - 06:44 AM

View PostAnarchyBurger, on 09 September 2013 - 06:14 AM, said:

I predict that they will add a new mechanic where you have to rapidly press 3 times for every Autocannon shot. The faster you press the faster they will shoot however if you go beyond their intended cooldown time which you will hear by a clicking they will then jam and you will have to begin the 3 clicks over. Of course this not be explained in detail so as to not create any builds that could possibly take advantage of understanding the weapon.


awd
PGI had a little mini game to unjam the UAC/5 and it didn't take long for people to post the macro on how to beat it. Hell as soon as PGI proposed their unjam mini game I said people would beat it with a macro. So what ever jam mechanic the UA's have it has to be hard coded the game so people can't make a macro to defeat it.

#9 TexAce

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Posted 09 September 2013 - 06:46 AM

Bump up the UAC5 jam rate to 20-25% again and I think weapons are all balanced.

Just remove ghost heat though. Or at least remove it on laser weapons, because it makes no sense to have it there, because laser weapons are not pinpoint.
It also makes no sense to let LPLs and LLs share the same scale. These weapons are completely different.

#10 Felbombling

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Posted 09 September 2013 - 06:58 AM

There is a real danger in PGI thinking they are making progress and have a shot at balancing the game without revisiting their core game mechanics. Ghost heat and the Gauss Rifle delay are having the intended results, but the reasons behind the development of those high alpha builds still remain. I think the next issue will be either AC/10 + 2x PPC or AC/20 + 2x Large Pulse Laser. Still pin-point, still heavy damage, and the range profiles more or less match up nicely.

#11 The Boz

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Posted 09 September 2013 - 06:59 AM

Remove jam chance. Maintain DPS at near-AC20 levels. Add weapon spread, so it becomes impossible to get consecutive hits on the same section at ~200 meters.
There, I just fixed the UAC5.

#12 Felbombling

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Posted 09 September 2013 - 07:00 AM

View PostHexenhammer, on 09 September 2013 - 06:44 AM, said:


awd
PGI had a little mini game to unjam the UAC/5 and it didn't take long for people to post the macro on how to beat it. Hell as soon as PGI proposed their unjam mini game I said people would beat it with a macro. So what ever jam mechanic the UA's have it has to be hard coded the game so people can't make a macro to defeat it.


I would suggest they let the Ultra stay jammed for a full ten seconds and be done with it. They could lower the jam rate to 15% with that mechanic in place.

#13 VanillaG

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Posted 09 September 2013 - 07:47 AM

View PostAnarchyBurger, on 09 September 2013 - 06:17 AM, said:

Wait.... so you want the UAC5 to be the same as an AC5 except with a 20% jam rate... Da Fug?!

No, the issue with the UAC5 is that is currently fires 3 times as faster than the AC/5 because the double shot, every .5 seconds, is calculated off of the increased cooldown of 1.1 seconds. What he is stating is that the UAC5 should have the same cooldown as AC/5, 1.5 seconds, so the double shot time would be .75 seconds instead.

Edited by VanillaG, 09 September 2013 - 07:48 AM.


#14 Kaspirikay

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Posted 09 September 2013 - 09:12 AM

op you forgot flamer

#15 Almond Brown

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Posted 09 September 2013 - 10:48 AM

View PostPlavis, on 09 September 2013 - 06:42 AM, said:

Plead lets keep UAC/5 away from this topic, in the poll as i stated we alredy know UAC/5 will be changed,
the Discussion is about what you think will be the next weapon that will shine and become FOTM.

For people that played since closed beta you should know how this endless cycle is, so this topic is to disscuss what we the players Forsee will happen after the UAC/5 change and the reaction it brings.


The only "endless cycle" around here is the cycle of "stupid Polls" and disguised digs at the Dev at ever turn. This Forum community has shown its true immaturity (save a mere few) and PGI has responded with well deserved silence in response. So, yes, keep those stupid Polls and veiled innuendo incoming. It seems to be working in the Forum Communities favor, NOT!

Edited by Almond Brown, 09 September 2013 - 10:48 AM.


#16 A banana in the tailpipe

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Posted 09 September 2013 - 10:49 AM

This poll is flame-bait because it assumes PGI is working towards the detriment of the game instead of for positively. I'll be reporting it.

#17 Roland

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Posted 09 September 2013 - 10:53 AM

I don't think you can really put LL/ERLL/LPL together.

LL = good
ERLL = Bad
LPL = Terribad

#18 Khobai

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Posted 09 September 2013 - 11:10 AM

The pattern is pretty simple... players will gravitate towards the longest ranged weapon that kills other mechs the fastest.

So Id say Gauss is next after UAC/5. Gauss still isnt a balanced weapon.

Quote

I would suggest they let the Ultra stay jammed for a full ten seconds and be done with it. They could lower the jam rate to 15% with that mechanic in place.


Um no. A better fix would just be to increase UAC/5 cooldown to 1.5

Edited by Khobai, 09 September 2013 - 11:12 AM.


#19 Leafia Barrett

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Posted 09 September 2013 - 03:05 PM

How about this? I don't claim that this is the answer. Hell, I don't even claim to know how using a UAC actually feels- I've never piloted a mech capable of using one. This is just my 2 cents based on my admittedly limited knowledge of game balance in general, and my tendency to be biased against any luck-based stuffs.
-Remove random jamming as a whole, first off. Double tapping will guarantee a jam.
-Reduce jam time drastically. No more than 3 seconds, preferably around 2 full cooldowns' worth of shots (so 2.2 seconds, I guess). In fact, it might be simpler to just have the cooldown jump to 2.2 seconds starting at the second shot.
You still get the burst of double-tapping, but at the cost of having to wait for longer than just firing the 2 shots at normal speed.

#20 Funkadelic Mayhem

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Posted 09 September 2013 - 03:08 PM

where is the option "I dont vote in public polls"?





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