

Has Anyone Else Noticed...
#41
Posted 04 December 2013 - 06:48 AM
#42
Posted 04 December 2013 - 06:49 AM
This thread wins my +1 and bump
So how's UI 2.0 going? Woulda been great if we had gotten in 7 weeks ago like they said, or DX11 exactly 14 months ago. And people wonder why I don't pay for this game...
Davers, on 04 December 2013 - 06:48 AM, said:
Actually, yes. If you use any other weapons are you gimping yourself and your team.
Just to give you a rundown list of weapons to never put on your mech if you want to be considered a threat...
Mguns (damage)
Small Pulse (except 6 on a jenner, only exception -- and even then, meh)
Medium Pulse (weight, heat,range, poor weapon mechanic)
Large Pulse (weight, heat,range, poor weapon mechanic)
SRM2 ( poor weapon mechanic, no NARC lock-on, hit detection, huge spread)
SRM4 ( poor weapon mechanic, no NARC lock-on, hit detection, huge spread)
SRM6 (RoF, poor weapon mechanic, no NARC lock-on, hit detection, huge spread)
ASRM2 (poor weapon mechanic, no NARC lock-on, hit detection, huge spread)
ASRM4 ( poor weapon mechanic, no NARC lock-on, hit detection, huge spread)
ASRM6( RoF, poor weapon mechanic, no NARC lock-on, hit detection, huge spread)
LRM5 (Minimum range, slow speed, poor hit %, no NARC lock-on, ECM)
LRM10 (Minimum range, slow speed, poor hit %, no NARC lock-on, ECM)
LRM15 (Minimum range, slow speed, poor hit %, no NARC lock-on, ECM)
LRM20 (Minimum range, slow speed, poor hit %, no NARC lock-on, ECM, tonnage)
ALRM5 (Minimum range, slow speed, poor hit %, no NARC lock-on, ECM)
ALRM10 (Minimum range, slow speed, poor hit %, no NARC lock-on, ECM)
ALRM15 (Minimum range, slow speed, poor hit %, no NARC lock-on, ECM)
ALRM20 (Minimum range, slow speed, poor hit %, no NARC lock-on, ECM, tonnage)
Steaks SRM2 (Auto-aim, same lock-on as LRMs, Artemis bug, no dumb fire, ECM, ridiculous spread, other band-aid fixes like ECM fiasco, etc..)
Autocanon 2 (GHOST HEAT! also, why is it 1 heat instead of .5?)
Flamer (everything, literally everything)
Narc ( <insert goggles do nothing meme>, does not behave at all like its supposed to )
LBX10 ( ^ That, and it sucks *** because of it)
...considering how small of a weapon pool we have in this time line, thats a considerable amount of weapons horribly sub-par or broken. Please don't get me started on Equipment balance, either. Every problem this game has is because PGI half assed the weapon mechanics code and things either don't work function properly with bugs, don't do what they're supposed to, or don't work at all.
Edited by mwhighlander, 04 December 2013 - 07:05 AM.
#44
Posted 04 December 2013 - 06:59 AM
Davers, on 04 December 2013 - 06:48 AM, said:
Well to be fair and honest, ballistics actually need to be nerfed (except the AC2, which needs ghost heat reworked but not removed). Ballistics should definitely have their rate of fire decreased signifigantly IMHO.
I still want my Dogephract though.
Edited by NuclearPanda, 04 December 2013 - 07:00 AM.
#45
Posted 04 December 2013 - 07:10 AM
NuclearPanda, on 04 December 2013 - 06:59 AM, said:
Well to be fair and honest, ballistics actually need to be nerfed (except the AC2, which needs ghost heat reworked but not removed). Ballistics should definitely have their rate of fire decreased signifigantly IMHO.
I still want my Dogephract though.
They can keep the ROF and damage, but make it spread over their targets, keeping only the gauss as the fronloaded, along with the AC2. Even the PPC shouldn't be 10 pinpoint, but either 5 plus spread or a short beam.
If we tried that. TTK would likely rise a little since you can now torso twist and spreadalmost all weapon damage. But we don't have a test server to try any of these things...and aggressive weapon balance is under way.
#46
Posted 04 December 2013 - 07:18 AM
Kekkone, on 04 December 2013 - 05:16 AM, said:
-Increase range of SL and SPL
Assuming you weren't being sarcastic, for the price of zero tons you can triple the range of a SPL, and for just half a ton you can triple the range the of a SL.
#47
Posted 04 December 2013 - 07:18 AM
so much so that PGI feels that its ready to move on to clan weapons.... i wonder if the clan Gauss will have the delay removed?
That would be a good quality differential between clan and IS. even better clan tech will generate less ghost heat.
Hate to say it but this quality of Meh is what i expect for the clans. There uber tech will just fix the issues we hate about IS weapons.
#49
Posted 04 December 2013 - 08:44 AM
Troutmonkey, on 03 December 2013 - 07:28 PM, said:
Wow Bill, I used to think highly of you.
Making SRMs do more damage isn't go to fix them. It's going to make them wildly inconsistant will some alpha's absolutely destroying any mech (Splatcat anyone?), while other Alphas will do nothing at all.
There is a major problem with hit reg, it's not just SRMs that are being affected. It is being looked at, but as a system that's deeply rooted into the core game the fix could be difficult to find and impliment without braking something else. It certainly is frustrating to wait for these fixes, but swearing your **** off isn't going to get you anywhere
EDIT: Apparently T1ts is filtered. Damn these overzelous systems
Exactly dude, the srms will **** up everthing if they hit, and they hit 80% of the time. The hole thread is just not well thought just thrown out as a reaction of a weaknes of a weapon without knowing why it sucks.
FupDup, on 03 December 2013 - 08:02 PM, said:
Oh, and also the LBX needs love too. Maybe we could even sneak in a small reload speed buff to the AC/10.
|Ridiculous as the Op´s Thread
Can be closed,
mwhighlander, on 04 December 2013 - 06:49 AM, said:
Mguns (damage)
Small Pulse (except 6 on a jenner, only exception -- and even then, meh)
Medium Pulse (weight, heat,range, poor weapon mechanic)
Large Pulse (weight, heat,range, poor weapon mechanic)
SRM2 ( poor weapon mechanic, no NARC lock-on, hit detection, huge spread)
SRM4 ( poor weapon mechanic, no NARC lock-on, hit detection, huge spread)
SRM6 (RoF, poor weapon mechanic, no NARC lock-on, hit detection, huge spread)
ASRM2 (poor weapon mechanic, no NARC lock-on, hit detection, huge spread)
ASRM4 ( poor weapon mechanic, no NARC lock-on, hit detection, huge spread)
ASRM6( RoF, poor weapon mechanic, no NARC lock-on, hit detection, huge spread)
LRM5 (Minimum range, slow speed, poor hit %, no NARC lock-on, ECM)
LRM10 (Minimum range, slow speed, poor hit %, no NARC lock-on, ECM)
LRM15 (Minimum range, slow speed, poor hit %, no NARC lock-on, ECM)
LRM20 (Minimum range, slow speed, poor hit %, no NARC lock-on, ECM, tonnage)
ALRM5 (Minimum range, slow speed, poor hit %, no NARC lock-on, ECM)
ALRM10 (Minimum range, slow speed, poor hit %, no NARC lock-on, ECM)
ALRM15 (Minimum range, slow speed, poor hit %, no NARC lock-on, ECM)
ALRM20 (Minimum range, slow speed, poor hit %, no NARC lock-on, ECM, tonnage)
Steaks SRM2 (Auto-aim, same lock-on as LRMs, Artemis bug, no dumb fire, ECM, ridiculous spread, other band-aid fixes like ECM fiasco, etc..)
Autocanon 2 (GHOST HEAT! also, why is it 1 heat instead of .5?)
Flamer (everything, literally everything)
Narc ( <insert goggles do nothing meme>, does not behave at all like its supposed to )
LBX10 ( ^ That, and it sucks *** because of it)
Ridicuous list. PGI PLease shut down game - 90 % is broken or what?
Davers, on 04 December 2013 - 06:48 AM, said:
those meta/competitive fenbois allways use the most powerful combi ( now its the ppc ac combo or what ever)
They will allways btch on the forum cuz some weapon will allways be good over other and they will never use anything else but the best
Edited by Aaron45, 04 December 2013 - 08:49 AM.
#50
Posted 04 December 2013 - 08:50 AM
FOR THE LOVE OF GOD, LOOK AT NARC AND *PLAS
#51
Posted 04 December 2013 - 08:53 AM
Now they just ****.
#52
Posted 04 December 2013 - 08:55 AM
Edited by PappySmurf, 04 December 2013 - 08:56 AM.
#53
Posted 04 December 2013 - 08:55 AM
Ghogiel, on 04 December 2013 - 08:53 AM, said:
Now they just ****.
Srms stilll good if they decide to hit. 80% of the time they hit, but the non hits just fks the weapon up if you rely on it and it doesnt works
Edited by Aaron45, 04 December 2013 - 09:04 AM.
#54
Posted 05 December 2013 - 05:42 AM
Aaron45, on 04 December 2013 - 08:55 AM, said:
Yup. Hit detection is the biggest problem with them at the moment. That's not an easy fix, and I understand that, but it's seriously been many many months that they've been broken.
#55
Posted 05 December 2013 - 06:02 AM
I hate when I miss with dual SRM6 even if I can clearly see I scored hit(missiles exploded on a mech).
#56
Posted 05 December 2013 - 06:13 AM
JudgeDeathCZ, on 05 December 2013 - 06:02 AM, said:
I hate when I miss with dual SRM6 even if I can clearly see I scored hit(missiles exploded on a mech).
That's what I've been saying for a long time now. SRM damage is probably just fine. They should be like 2.25 or something, with a small amount of splash damage, but the issue is the fact that many times they do NOT hit their intended target as displayed by the paper doll flash.
#57
Posted 05 December 2013 - 07:51 AM
MW2 SRMs, now those were amazing. They fired 1 missile at a time, but very fast, so it was basically a stream of super fast flying missiles.
In MWO, they mostly always have been slow (relegated to extreme close range), and fire at the same time (in a blob similar to LRMs). All that has changed is their damage, which doesn't address the core mechanics, and only address how useful the 'slowblobfiring' is.
Edited by General Taskeen, 05 December 2013 - 07:51 AM.
#58
Posted 05 December 2013 - 08:35 AM
Kekkone, on 04 December 2013 - 05:16 AM, said:
No. Just put their heat back to canon.
Kekkone, on 04 December 2013 - 05:16 AM, said:
No.
Kekkone, on 04 December 2013 - 05:16 AM, said:
Sort of agree... they really need to rethink NARC and whether it can even fit in MWO.
Kekkone, on 04 December 2013 - 05:16 AM, said:
No, the heat just needs to be put back to canon, same with the standard ML.
Kekkone, on 04 December 2013 - 05:16 AM, said:
LBX shotgun spread is fine, as is. What they need to do is put in an ability to toggle between shotgun and solid-shot.
#59
Posted 05 December 2013 - 08:39 AM
Kekkone, on 04 December 2013 - 05:16 AM, said:
How can you increase something that's already hitscan?
Edit: The MG isn't implemented as a ballistic weapon, it's implemented as a laser with bullet graphics. However those graphics have nothing to do with the actual weapon implementation:
* MGs are hitscan; pull the trigger and the target takes damage immediately.
* MGs have 2x max range like energy weapons, not 3x like ballistics
* MGs got HSR in phase 1 with the energy weapons, not phase 2 with the ballistics
So basically the MG is a laser with no cooldown, doing 10 damage ticks per second (HSR permitting). The bullet-stream gfx is just smokes and mirrors.
Edited by stjobe, 05 December 2013 - 08:42 AM.
#60
Posted 05 December 2013 - 09:00 AM
Homeless Bill, on 03 December 2013 - 05:14 PM, said:
But what about when they finally do fix hit registration? Just turn the damage back down to 2.0 in the same patch or just let SRMs have a week of being overpowered. What, like direct fire alphas haven't had their day in the sun?
It's not. Even on large, stationary 'mechs, SRMs are ****** compared to their direct fire counterparts.
As much as the forums are a bit of a whiny cesspool sometimes, game balance is one thing I'd trust more to people here than whoever is in charge now.
Months of machine guns being bad, while PGI continues to tell us they're just fine. PGI decides making it a crit-seeking weapon will be enough, and the forums disagree. Fast forward a few months, the forums were right, and the machine guns, in addition to being savage crit-seekers, have had their damage more than doubled.
Months of endless poptarting, an unsuccessful attempt to end it with Ghost Heat, and then finally the PPC nerf that players had been begging for.
Also, pulse lasers have always been bad and still are bad. What's the point of having a balance forum when there's so rarely an attempt to balance out underperforming things?
TL;DR: Buff SRMs and pulse lasers. Because they're bad and there's no reason not to. Seriously, it's a number in a text file - why can we not get at least that small courtesy?
Out of curiosity - what's the ideal state you're looking for? There has to be a best weapon and a worst weapon or it's just going to get more boring. Personally, I love LPL, but thats mainly because I like to sneak them onto lights. MPL aren't for me, but SPL are great on a jenner kneecap-puncher. I worry that the weapons will get *so* balanced that there's no reason to take one weapon over another. I do miss the monster machine guns we had a while back - that was fun! My post isn't meant to be argumentative, it's more to determine what the ideal state is, then we can worry about getting to that ideal state.
Edited by Fierostetz, 05 December 2013 - 09:01 AM.
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