

Weapons Almost Balanced
#1
Posted 12 September 2013 - 06:37 AM
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
Posted 12 September 2013 - 07:05 AM
Devilsfury, on 12 September 2013 - 06:37 AM, said:
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
Posted 12 September 2013 - 07:18 AM
Devilsfury, on 12 September 2013 - 06:37 AM, said:
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
Posted 12 September 2013 - 07:30 AM
#5
Posted 12 September 2013 - 07:47 AM
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
Posted 12 September 2013 - 07:49 AM
#8
Posted 12 September 2013 - 08:06 AM
Wolfways, on 12 September 2013 - 07:54 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.
Edited by Xandre Blackheart, 12 September 2013 - 08:06 AM.
#9
Posted 12 September 2013 - 08:06 AM
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
Posted 12 September 2013 - 08:17 AM
Xandre 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

#11
Posted 12 September 2013 - 08:33 AM
Unfortunately my favourite weapons were always pulses (heat too high and range too short) and LRM's (ECM. and a warning?

I hope my Mad Dog isn't going to be completely useless

#12
Posted 12 September 2013 - 08:51 AM
Wolfways, on 12 September 2013 - 08:33 AM, said:
Unfortunately my favourite weapons were always pulses (heat too high and range too short) and LRM's (ECM. and a warning?

I hope my Mad Dog isn't going to be completely useless

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
Posted 12 September 2013 - 09:08 AM
Devilsfury, 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

#14
Posted 12 September 2013 - 09:17 AM
Grrzoot, on 12 September 2013 - 07:18 AM, said:
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