Jump to content

Pgi, Perfect Balance Patch Inside


  • You cannot reply to this topic
21 replies to this topic

#21 Levi Porphyrogenitus

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 4,763 posts
  • LocationAurora, Indiana, USA, North America, Earth, Sol, Milky Way

Posted 09 December 2013 - 03:39 PM

I'd add or change the following:

Pulse Lasers:
- Decreased burn time to 0.3s for SPL, 0.4s for MPL, and 0.5s for LPL.
- Decreased heat by 0.25 for SPL, and by 0.5 for MPL and LPL.
- Increased range to 100/200 for SPL, 200/400 for MPL, and 350/700 for LPL.

Machine Guns:
- Increased critical damage multiplier. [the ammount of the increase should probably split the difference between pre- and post-nerf values]

BAP:
- Allows detection of all mechs regardless of Line of Sight within 90m.

NARC:
- Provides target information to all friendlies inside 800m regardless of Line of Sight. If the target is covered by ECM that range is halved to 400m.
- Lasts 60s or until the hit location is destroyed.
- AMS will engage NARC beacons that are in flight.
- Has no effect on lock-on time or tracking capability. It simply provides target data that is independent of LoS.

Artemis IV FCS:
- Increases missile agility and tracking. Grouping size and lock-on time are normal. Grants limited terminal "smart" guidance. [this last bit is what would make them great, both for LRMs and SRMs; it'd allow missiles that are within, say, 10m of an enemy who isn't covered by ECM to track toward that enemy, though with decidedly limited flight path deviation]

PPCs:
- PPC and ERPPC functionality changed. They now do damage in three steps. First, 50% damage on the impact location. Then, 30% damage on one adjacent location. Finally, 20% damage to a third consecutive adjacent location. [This "arcing" mechanic would let PPCs remain a high-performance weapon without enabling insta-gibs, spreading damage while still rewarding accurate shot placement, plus would be accompanied by an amazing animation]

- PPC velocity unchanged. ERPPC velocity increased to 1700.

- PPC heat reduced to 9. ERPPC heat reduced to 13.

#22 SerratedBlaze

    Member

  • PipPipPipPipPip
  • Survivor
  • 111 posts

Posted 09 December 2013 - 04:15 PM

View PostLevi Porphyrogenitus, on 09 December 2013 - 03:39 PM, said:

I'd add or change the following:

NARC:
- Provides target information to all friendlies inside 800m regardless of Line of Sight. If the target is covered by ECM that range is halved to 400m.
- Lasts 60s or until the hit location is destroyed.
- Has no effect on lock-on time or tracking capability. It simply provides target data that is independent of LoS.

PPCs:
- PPC and ERPPC functionality changed. They now do damage in three steps. First, 50% damage on the impact location. Then, 30% damage on one adjacent location. Finally, 20% damage to a third consecutive adjacent location. [This "arcing" mechanic would let PPCs remain a high-performance weapon without enabling insta-gibs, spreading damage while still rewarding accurate shot placement, plus would be accompanied by an amazing animation]

- PPC velocity unchanged. ERPPC velocity increased to 1700.

- PPC heat reduced to 9. ERPPC heat reduced to 13.


I agree with the portions of the quote that are included above. I don't really understand what use Artemis would be the way you described though, I may be misinterpreting. These are the suggestions that I'd alter from yours.

Narc: AMS vs Narc is too hard of a counter IMO. And the idea of keeping the missile stuck until armor is removed is good, but for simplicity sake I'd rather just see the damage needed to remove it upped to 40-45.Getting hit by 40 missiles is punishment enough, and LRMS tend to spread damage blindly. 60 sec of nonstop missiles until death or broken armor (followed by more missiles in flight) is a bit much.

I love your thoughts on PPC. Similar things have been said for SRM but if it only applied to PPC they'd be very interesting and controversial since some people care only about pinpointing. Thing is, making it not pure pinpoint would justify lowering heat and upping distance like you said making them more usable in pairs. I assume ghost heat is staying around and I'm fine with that, though the math could be updated a bit, and it needs to be better advertised. The downside here is that it makes AC/10 and gauss look good as sniping weapons compared to PPC, giving ballistics even more popularity.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users