Assaults Are All Unbalanced.
#21
Posted 10 October 2013 - 03:53 AM
As far I can see only the penalty for firing both at the same time could be increased , so that after one alpha your at 70~80% heat (as those take up a lot of space so not too many dhs) so that it's still a somewhat skilled high burst damage... , at least without changing the weapon itself.
This post is much more likely to accomplish something if a passable idea is agreed upon than saying it would be so OP and such, because 2xAC20 mechs are cannon and are possible , and just need a good balancing factor , one most could agree to anyway.
#22
Posted 10 October 2013 - 04:23 AM
#23
Posted 10 October 2013 - 05:01 AM
STD325, Endo-steel, 512/550 armor, 10 DHS
2 AC20 + 8t ammo, 2 MLAS, 1 AMS+ 1t ammo (or 3 MLAS)
64 km/h with speed tweak.
Downgrade to STD300 and 59 km/h and gain 5.5t to add JJs, heatsinks and/or moar MLAS.
A perfect pug stomper.
#24
Posted 10 October 2013 - 05:03 AM
Kitane, on 10 October 2013 - 05:01 AM, said:
STD325, Endo-steel, 512/550 armor, 10 DHS
2 AC20 + 8t ammo, 2 MLAS, 1 AMS+ 1t ammo (or 3 MLAS)
64 km/h with speed tweak.
Downgrade to STD300 and 59 km/h and gain 5.5t to add JJs, heatsinks and/or moar MLAS.
A perfect
FTFY
#25
Posted 10 October 2013 - 05:18 AM
Another part of the problem is that fans have very different expectations, making it difficult for PGI to make everyone happy. Some people want MWO to be a carbon copy of TT rules, and will justify any imbalance in the game with their battlecry "That's how things worked in TT." Other gamers never played TT or read BT novels, and want MWO to more closely resemble older MW games. A third group never knew BT before MWO, and don't care if it completely breaks commonly accepted BT lore. And a fourth group are very focused on the idea that balancing the game for competitive, elite level play is not only the key to improving the game for everyone, but a complete necessity for the long term success of MWO.
No matter what road PGI takes, they're going to step on some toes.
I personally think they will go with the secret fifth option, leaving all different groups equally ambivalent. Probably introduce the Annihilator and then reduce the AC20 ammo capacity as a balancing tool, making no sense at all and only partially solving the problem. But then, some people have accused me of being a bit jaded.
#26
Posted 10 October 2013 - 05:24 AM
<Suddenly all jenners and spiders are using ERLL>
#27
Posted 10 October 2013 - 05:24 AM
Edited by CapperDeluxe, 10 October 2013 - 05:26 AM.
#29
Posted 10 October 2013 - 06:04 AM
Edited by JohnnyWayne, 10 October 2013 - 06:07 AM.
#30
Posted 10 October 2013 - 06:05 AM
#33
Posted 10 October 2013 - 07:08 AM
#34
Posted 10 October 2013 - 07:25 AM
MustrumRidcully, on 10 October 2013 - 07:08 AM, said:
There's really no reason why ballistic weapons have different damage drop-off model than energy weapons. AC20 hitting harder than AC10 at AC10's optimal range is absurd.
#35
Posted 10 October 2013 - 07:31 AM
mike29tw, on 10 October 2013 - 07:25 AM, said:
There's really no reason why ballistic weapons have different damage drop-off model than energy weapons. AC20 hitting harder than AC10 at AC10's optimal range is absurd.
In general, the effective ranges of weapons in M:WO are inflated. The particular drop-off model for ballistics is yet another thing on top of that.
Range and speed tend to interact. If you can run out of range or into range within 10 seconds or within 5 seconds can make quite a difference (about 2 vs 1 alpha, for example). I wonder if with overall lower weapon ranges, existing speed differences would start mattering more.
#37
Posted 10 October 2013 - 07:57 AM
#38
Posted 10 October 2013 - 08:01 AM
Lyoto Machida, on 10 October 2013 - 01:15 AM, said:
That's what it looks like when a King Crab ambushes and charges you with two massive Deathgiver AC/20's of doom. The claws are also hand actuators so it can grab onto you, hold you in place, and deliver damage at point blank range - there is no escape.
And about AC's in the thread. The main reason they are a concern is simply because PGI opts to put in full damage translation from TT. 1 Shell, 1 type of full damage. Instead they should have made more Dakka, like actual autocannons, that scales up in damage, and simply shoots bursts of bullets, cools down, then shoots another burst of bullets. For instance they could have made different types of manufactured AC/20's, one that shoots 8 Shells and scales up to 20 damage, shoots a little faster, and an AC/20 that shoots 4 bullets, but slower, etc.
They pretty much did full out damage/heat copy/paste from TT with everything but the MG and Flamer, which doesn't always work in real-time.
Edited by General Taskeen, 10 October 2013 - 08:07 AM.
#39
Posted 10 October 2013 - 08:06 AM
#40
Posted 10 October 2013 - 08:17 AM
General Taskeen, on 10 October 2013 - 08:01 AM, said:
In deed, even the B-Tech lore says that there isn't the AC5, its a rough category for weapons of its size that deal this amount of damage in a certain time while using roughly the same caliber.
So yes, there could be that one shot AC20, but there could also be the rapid-fire AC20 that works more like a machine gun.
Second issue is that the balance strongly shifted towards ballistics. Especially the energy weapons became too hot and heat-sinks too ineffective. And then there is the SHS vs DHS issue too..., Missiles are also not working properly (hit reg and range).
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