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Pgi, Here Are Reasonable Balance Changes


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#1 Phoenix Branson

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Posted 20 October 2013 - 07:33 PM

Here are a few reasonable balance changes that the developers should consider testing on the public test server...

Small Laser
  • Optimum range increased from 90 to 120 meters
  • Max range increased from 180 to 240 meters
Flamer
  • Damage increased from 0.7 to 1.0
Machine Gun
  • Cone of fire significantly tightened
LB 10-X AC
  • Impact shake now depends on the number of pellets hitting target
NARC
  • Duration increased from 30 to 90 seconds
  • Range increased from 450 to 500 meters
SRM 2
  • Recycle decreased from 2.5 to 2.0
LRM 5/10/15/20
  • Projectile speed increased from 120 to 130 m/s
Posted Image

Edited by Maverick01, 20 October 2013 - 07:50 PM.


#2 Deathlike

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Posted 20 October 2013 - 07:41 PM

View PostMaverick01, on 20 October 2013 - 07:33 PM, said:

Here are a few reasonable balance changes that the developers should consider testing on the public test server...


Oh boy.

Quote

Small Laser
  • Optimum range increased from 90 to 120 meters
  • Max range increased from 180 to 240 meters


I'd rather have slightly more, like 150m, with a small bump to Small Pulse Lasers to 120m. Max ranges would be adjusted with the current rules (the AC5 doesn't actually adhere to it surprisingly).

Quote

Flamer
  • Damage increased from 0.7 to 1.0.


Meh?

Quote

Machine Gun
  • Cone of fire significantly tightened


Amen to that.

Quote

LB 10-X AC
  • Impact shake now depends on the number of pellets hitting target


Might as well.

Quote

NARC
  • Duration increased from 30 to 90 seconds
  • Range increased from 450 to 500 meters


90 seconds is a long time. Start with 60 (which is double the current value), and increase to 75 if that's too short. Remove the silly damage cap thing bit though.

Quote

SRM 2
  • Recycle decreased from 2.5 to 2.0




Sounds good I think, but that's not going to really make SRM2s popular anytime soon.

Quote

LRM 5/10/15/20
  • Projectile speed increased from 120 to 130 m/s


I'm not so sure about that, but whatever.

#3 wintersborn

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Posted 20 October 2013 - 07:57 PM

LRMs need more speed than that.

TAG needs to be extended to 1000m in range.

BAP needs to counter ALL ECM's in range not just one.

I would add the removal of the Jam mechanic on UAC5 and replace it with a spool up or something.

#4 Noth

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Posted 20 October 2013 - 08:00 PM

I like these changes. Why? They are relatively small jumps and not overdoing it. Better to start small and work up than to go big and have things like LRMpocalypse happen.

#5 Drasari

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Posted 20 October 2013 - 08:43 PM

I like those ideas.

#6 PEEFsmash

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Posted 20 October 2013 - 08:46 PM

View PostMaverick01, on 20 October 2013 - 07:33 PM, said:

Here are a few reasonable balance changes that the developers should consider testing on the public test server...

Small Laser
  • Optimum range increased from 90 to 120 meters
  • Max range increased from 180 to 240 meters
Flamer
  • Damage increased from 0.7 to 1.0
Machine Gun
  • Cone of fire significantly tightened
LB 10-X AC
  • Impact shake now depends on the number of pellets hitting target
NARC
  • Duration increased from 30 to 90 seconds
  • Range increased from 450 to 500 meters
SRM 2
  • Recycle decreased from 2.5 to 2.0
LRM 5/10/15/20
  • Projectile speed increased from 120 to 130 m/s
Posted Image



This is a series of pretty decent suggestions.

#7 R Razor

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Posted 20 October 2013 - 09:04 PM

On the surface they seem like valid ideas, but what about the unintended side effects........consider this:

Every suggestion you made effectively increases the damage per second dealt by the weapon system.

Mechs already die in an alarmingly short period of time, especially in an organized 12 v 12 when focus fired on.

Increased DPS will shorten that already short period of time resulting in a more COD type of game play. (in my opinion)


I postulate that what MWO needs is MORE survivability for the mech and not less, this would bring it back to a more canon style of play even without utilizing strictly cannon type rules.

#8 CaveMan

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Posted 20 October 2013 - 09:16 PM

LRM speed should only be raised if turning radius is also increased to make them less agile. They're deadly enough already without further shortening people's response times to reach cover.

OP, you should provide reasoning for your proposed changes, otherwise it's just noise.

#9 The Justicar

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Posted 20 October 2013 - 10:44 PM

Instead of a timer increase on narc, I would instead opt for a hard timer that is shorter. In other words: make it immune to damage, and regardless of how many missiles hit it, it lasts {x} seconds. Make x a short number like 15 or so, enough to get a volley or two off before the beacon goes away. In addition, let a narc beacon allow targeting through ECM.

Combine the above with a TAG toggle on/off and an increase to BAP's ECM cancel effect, and you fix both ECM and NARC at the same time.

#10 IceLom

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Posted 20 October 2013 - 10:52 PM

Most of this sounds good, and its great to read a thread that's not obnoxious.

#11 Joseph Mallan

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Posted 21 October 2013 - 05:11 AM

View PostMaverick01, on 20 October 2013 - 07:33 PM, said:

LRM 5/10/15/20
  • Projectile speed increased from 120 to 130 m/s
Posted Image



Missile flight speed...?

Edited by Joseph Mallan, 21 October 2013 - 05:13 AM.


#12 Karl Streiger

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Posted 21 October 2013 - 05:29 AM

View PostR Razor, on 20 October 2013 - 09:04 PM, said:

I postulate that what MWO needs is MORE survivability for the mech and not less, this would bring it back to a more canon style of play even without utilizing strictly cannon type rules.

I'm with you on this.

What i have to ask my self ... where is the reason to change this?
What data - math anything else was used to believe that any of tose changes do any good - or bad?

Isn't it the same change suggestion like - lets say: reduce the rof of a AC 20 to 6.5sec and increase damage per shot up to 32.5 (and in this case the DPS is not even effected)


Side effects - synergies?
2 Small Lasers > 1 MLAS?

I started using SRM 2 and MachineGuns together with my TDR-5S and they look good. I don't think it is necessary to change them. Next to that SRM 2 have allready a better DPS as a SRM 4 or SRM 6. I would think that a SRM 2 is as effectiv frome Mass/DPS to ASRM 4 - even ASRM6.

Flammer is not a damage dealing weapon.

LRMs flight speed should increase - but AMS should work faster at more range - so that this thing is capable of shooting down SRMs and SSRMs but at point blank.

Edited by Karl Streiger, 21 October 2013 - 05:29 AM.


#13 Phoenix Branson

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Posted 21 October 2013 - 05:22 PM

View PostIceLom, on 20 October 2013 - 10:52 PM, said:

Most of this sounds good, and its great to read a thread that's not obnoxious.


I'm glad this thread is not obnoxious, lol :)

#14 Bhael Fire

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Posted 21 October 2013 - 05:31 PM

I'm all for more buff and less nerf.

Every time I see a thread with somebody complaining about how powerful a weapon is, I want to rip their ear off and throw it like a frisbee. How's that for obnoxious? :)

#15 Sybreed

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Posted 21 October 2013 - 05:38 PM

increasing NARC timer to 90 seconds won't change a thing. Why?

- Fire NARC on target
- Target gets hit by dual PPC strike
- NARC falls of due to damage 3 seconds after getting attached

Get rid of the health thing and we're talking.

#16 Khobai

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Posted 21 October 2013 - 05:55 PM

NARC should last 2-3 minutes and give radar LoS to the mech its attached to.

Every time the mech is damaged NARC should have a low % chance of being destroyed. PPCs should have an increased % chance of destroying NARC.

Friendly ECM should also temporarily negate any attached enemy NARCs as long as youre inside the bubble.


Essentially NARC should be a scouting tool and the primary way to keep tabs on enemy mechs.

Edited by Khobai, 21 October 2013 - 06:00 PM.


#17 Sybreed

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Posted 21 October 2013 - 06:15 PM

View PostKhobai, on 21 October 2013 - 05:55 PM, said:

NARC should last 2-3 minutes and give radar LoS to the mech its attached to.

Every time the mech is damaged NARC should have a low % chance of being destroyed. PPCs should have an increased % chance of destroying NARC.

Friendly ECM should also temporarily negate any attached enemy NARCs as long as youre inside the bubble.


Essentially NARC should be a scouting tool and the primary way to keep tabs on enemy mechs.

that would be a cool way to revamp narc.

#18 mike29tw

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Posted 21 October 2013 - 06:39 PM

View PostSybreed, on 21 October 2013 - 05:38 PM, said:

increasing NARC timer to 90 seconds won't change a thing. Why?

- Fire NARC on target
- Target gets hit by dual PPC strike
- NARC falls of due to damage 3 seconds after getting attached

Get rid of the health thing and we're talking.


Hmm...NARC'ing someone who's under direct fire of friendly PPCs is probably not the best way to use it.

View PostKhobai, on 21 October 2013 - 05:55 PM, said:


NARC should last 2-3 minutes and give radar LoS to the mech its attached to.

Every time the mech is damaged NARC should have a low % chance of being destroyed. PPCs should have an increased % chance of destroying NARC.

Friendly ECM should also temporarily negate any attached enemy NARCs as long as youre inside the bubble.


Essentially NARC should be a scouting tool and the primary way to keep tabs on enemy mechs.

Sounds good. However I would propose the ammo/ton of NARC to be increased significantly in exchange for a slightly less duration than you suggested.

Edited by mike29tw, 21 October 2013 - 06:39 PM.


#19 Khobai

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Posted 21 October 2013 - 06:40 PM

Quote

Sounds good though. However I would propose the ammo/ton of NARC to be increased significantly in exchange for a slightly less duration than you suggested.


Could work.

NARC also needs to not consume a missile hardpoint. So any light mech can use it regardless of hardpoints.

#20 mike29tw

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Posted 21 October 2013 - 06:57 PM

View PostKhobai, on 21 October 2013 - 06:40 PM, said:


Could work.

NARC also needs to not consume a missile hardpoint. So any light mech can use it regardless of hardpoints.


Well this is what I fear would happen. ECM Spider jumps in, tag you with a NARC and dance around you with his amazing spider-armor, while you're being rained by LRM60 boats. Wouldn't want to be on the receiving end of that scenario.





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