Jump to content

Weapons Almost Balanced


13 replies to this topic

#1 Devilsfury

    Member

  • PipPipPipPipPipPip
  • Shredder
  • Shredder
  • 432 posts

Posted 12 September 2013 - 06:37 AM

Well, Ive been playing for about 15 months now and weapon balance is about as close as Ive ever seen. My opinion on what needs fixing and adjusting now are:

Flamer - needs a slight buff to heating up enemies.
UAC5's - we all know the jam rate needs to go back to what it was before the last buff to it
UAC's in General - smoke and cockpit shake needs to be adjusted.
PPC - remove the 90m minimum distance
PPC/ERPPC - bring back up convergence speed a bit

Other than that, I think most of the weapons are pretty balanced. Thoughs?

#2 The Boz

    Member

  • PipPipPipPipPipPipPipPip
  • 1,317 posts

Posted 12 September 2013 - 07:05 AM

View PostDevilsfury, on 12 September 2013 - 06:37 AM, said:

Well, Ive been playing for about 15 months now and weapon balance is about as close as Ive ever seen. My opinion on what needs fixing and adjusting now are:

Flamer - needs a slight buff to heating up enemies.
UAC5's - we all know the jam rate needs to go back to what it was before the last buff to it
UAC's in General - smoke and cockpit shake needs to be adjusted.
PPC - remove the 90m minimum distance
PPC/ERPPC - bring back up convergence speed a bit

Other than that, I think most of the weapons are pretty balanced. Thoughs?

Here's my own list:
UAC - Higher DPS than comparable AC#, weapon spread that prevents accurate component damage at over 200m or so.
AC2 - Lower heat generation to make it competitive with other ACs.
ACs and S/SS/LRMs - Greatly tone down the smoke, blast and cockpit shake.
Pulse Lasers - Need a defined purpose that they actually excel at.
ECM - Yes, it's not a weapon, but still. Functionality should be gutted. Guardian and Angel ECM together with Stealth Armor all in one, relatively light, small package? Too much.

#3 Grrzoot

    Member

  • PipPipPipPipPipPip
  • The Partisan
  • 496 posts

Posted 12 September 2013 - 07:18 AM

View PostDevilsfury, on 12 September 2013 - 06:37 AM, said:

Well, Ive been playing for about 15 months now and weapon balance is about as close as Ive ever seen. My opinion on what needs fixing and adjusting now are:

Flamer - needs a slight buff to heating up enemies.
UAC5's - we all know the jam rate needs to go back to what it was before the last buff to it
UAC's in General - smoke and cockpit shake needs to be adjusted.
PPC - remove the 90m minimum distance
PPC/ERPPC - bring back up convergence speed a bit

Other than that, I think most of the weapons are pretty balanced. Thoughs?


no to the removal of the 90m minimum range, thats what makes it balanced. you take that off again and its back to the best brawling weapon even with the little bit of extra heat now

#4 Corvus Antaka

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 8,310 posts
  • Twitch: Link
  • LocationInner Sphere

Posted 12 September 2013 - 07:30 AM

Flamer, yup. uac, yup. Everything else is fine.

#5 TexAce

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 2,861 posts
  • LocationGermany

Posted 12 September 2013 - 07:47 AM

AC2 heat too high
Pulse lasers need a completel overhaul
Shake from UACs and LRMs a bit too much, smoke too
Rest is fine. PERHAPS bring down the PPC heat back to 9, but only perhaps.

#6 Xandre Blackheart

    Member

  • PipPipPipPipPipPipPip
  • 703 posts
  • LocationIn the "cockpit".

Posted 12 September 2013 - 07:49 AM

Gauss - add Table top rule for 60m minimum range.

#7 Wolfways

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Mercenary
  • 6,499 posts
  • LocationIn a shutdown overheated mech near you.

Posted 12 September 2013 - 07:54 AM

View PostXandre Blackheart, on 12 September 2013 - 07:49 AM, said:

Gauss - add Table top rule for 60m minimum range.

Nobody will agree to that as it doesn't make sense...unlike 100ton walking tanks...

#8 Xandre Blackheart

    Member

  • PipPipPipPipPipPipPip
  • 703 posts
  • LocationIn the "cockpit".

Posted 12 September 2013 - 08:06 AM

View PostWolfways, on 12 September 2013 - 07:54 AM, said:

Nobody will agree to that as it doesn't make sense...unlike 100ton walking tanks...


The "fluff" reason given was that the presence of such a large amount of metal in close proximity caused variations in the magnetic field leading to errors that could cause the projectile to impact the barrel inside the weapon.

Yeah. makes about as much sense as the PPC minimum range, but it's pretty much the same reason given for the PPC. Magnetic flux feedback would cause splashback damage down the magnetic focus tube.

Edited by Xandre Blackheart, 12 September 2013 - 08:06 AM.


#9 Bhael Fire

    Banned - Cheating

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,002 posts
  • Twitter: Link
  • Twitch: Link
  • LocationThe Outback wastes of planet Outreach.

Posted 12 September 2013 - 08:06 AM

The following weapons need revision:
UAC/5: Add heat penalty when double-firing.
AC/5: Reduce cooldown time to 1.10.
LB 10-X: Reduce cooldown time to 1.75 and increase heat to 2.5.
Flamer: Increase the amount of heat applied to the enemy.
Gauss: Increase charge hold time to 4 seconds.

#10 Wolfways

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Mercenary
  • 6,499 posts
  • LocationIn a shutdown overheated mech near you.

Posted 12 September 2013 - 08:17 AM

View PostXandre Blackheart, on 12 September 2013 - 08:06 AM, said:


The "fluff" reason given was that the presence of such a large amount of metal in close proximity caused variations in the magnetic field leading to errors that could cause the projectile to impact the barrel inside the weapon.

Yeah. makes about as much sense as the PPC minimum range, but it's pretty much the same reason given for the PPC. Magnetic flux feedback would cause splashback damage down the magnetic focus tube.

Oh, i didn't know that :rolleyes:

#11 Wolfways

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Mercenary
  • 6,499 posts
  • LocationIn a shutdown overheated mech near you.

Posted 12 September 2013 - 08:33 AM

I find it interesting that people generally think that AC's and lasers are balanced. I personally always used lasers as i just prefer them until the day i decided to try AC's, as back then players were complaining that they needed a buff, and now my Jager is my best mech by far. The dps from lasers pales in comparison. 2xAC5's and 2xAC2's. Great for ranged fighting up to around 1500m and amazing for close quarters fighting.

Unfortunately my favourite weapons were always pulses (heat too high and range too short) and LRM's (ECM. and a warning? ;) ), but then i always preferred clan mechs too...so i'm waiting to see how they turn out.
I hope my Mad Dog isn't going to be completely useless :rolleyes:

#12 Devilsfury

    Member

  • PipPipPipPipPipPip
  • Shredder
  • Shredder
  • 432 posts

Posted 12 September 2013 - 08:51 AM

View PostWolfways, on 12 September 2013 - 08:33 AM, said:

I find it interesting that people generally think that AC's and lasers are balanced. I personally always used lasers as i just prefer them until the day i decided to try AC's, as back then players were complaining that they needed a buff, and now my Jager is my best mech by far. The dps from lasers pales in comparison. 2xAC5's and 2xAC2's. Great for ranged fighting up to around 1500m and amazing for close quarters fighting.

Unfortunately my favourite weapons were always pulses (heat too high and range too short) and LRM's (ECM. and a warning? ;) ), but then i always preferred clan mechs too...so i'm waiting to see how they turn out.
I hope my Mad Dog isn't going to be completely useless :rolleyes:


Agreed. The typical Dakka Dakka mechs rule the battlefield right now. Any team without them will lose 90% of the time. Its the new meta. Thankfully, they will be looking at tweaking them in the coming week/s.

#13 Wolfways

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Mercenary
  • 6,499 posts
  • LocationIn a shutdown overheated mech near you.

Posted 12 September 2013 - 09:08 AM

View PostDevilsfury, on 12 September 2013 - 08:51 AM, said:


Agreed. The typical Dakka Dakka mechs rule the battlefield right now. Any team without them will lose 90% of the time. Its the new meta. Thankfully, they will be looking at tweaking them in the coming week/s.

I don't mean right now, since the PPC/gauss nerf. I mean since the Jager came out. When it comes to going head-to-head with another mech, the 3xUAC5 Jager or phract are the only mechs that give me pause...other than light mechs :rolleyes:

#14 General Taskeen

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 5,737 posts
  • LocationCircinus

Posted 12 September 2013 - 09:17 AM

View PostGrrzoot, on 12 September 2013 - 07:18 AM, said:

no to the removal of the 90m minimum range, thats what makes it balanced. you take that off again and its back to the best brawling weapon even with the little bit of extra heat now


Do you have evidence? That's the silliest thing I've heard yet and no, 90m min range is a thing that does not ever need to be in a real-time Mech game. I do better with AC/10's (same damage) for "brawling," should those get min range? How about an AC/20, should that get min-range? SRMs? Those are direct fire weapons after all.

Think with your noggin for a moment and realize PPC nerfs either help or hinder a Mech that is supposed to be using it, the Awesome.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users