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Clan Weapon Weight And Crits


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#1 SpiralFace

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Posted 17 December 2013 - 05:54 AM

So I don't know about many, but I'm a bit disappointed in the fact that Clan Weight and crits are on the table.

I get that its part of a greater weapon balance discussion, and while I respect that they are trying to make weapons from a TT wargame all work together in a balanced way is a monumental task, but to me, this feels like a step in the wrong direction. Mainly because This will trample on core cannon designs that will be heavily effected by this decisions.

Sure, you can drop the TWolf MG's and no one will mind, but other mechs like the Mad Dog and adder variant rely on that space to stick to the cannon designs.

There are PLENTY of other ways to make the launchers more balanced for PUG play then messing with values that would alter the cannon designs. Not just for LRM's but for ANY weapon that you are thinking of modifying the weight / crit spaces to.

The points that you brought up where good, and I will defiantly like to see them in action, but here are a few more I didn't see mentioned:

- Increase the re-arm time of the weapons, making the DPS more comparable or worse then their IS counterparts. (Thus the clans have higher alpha potential, but less DPS potential.)
- Stagger the Launchers like your proposed Streak changes. (Clans can have more physical launchers because of the weight savings, but the shots are more staggered leaving AMS more time to shoot more missiles down.)
- Keep the missiles armed and on a set ballistic trajectory till the equivalent of the IS minimum range is hit. (Missiles are still "Live" and armed at this point, but you have to account for the ballistic arc when targeting people below a certain range.)
- Have a lower trajectory angle on clan LRM launchers, Making it where they still work with mechs in the open field, but don't have the same indirect fire abilities that the IS mech's do.

I know that there are others out there that have also suggested various other changes. But the point still remains, people want to play the mechs from TT, AS THEY WHERE in TT.

If that means taking "creative licenses" with the way the weapons work, I'm fine with that, but the core cannon construction values should not be altered, as it will severely affect cannon designs of the mechs.

What do others think of the possible changes to the weight and crit space? Personally, I would rather see damage nerfs or any of the proposed changes above before I see alterations to the cannon designs.

Edited by SpiralFace, 17 December 2013 - 05:56 AM.






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