Joseph Mallan, on 13 January 2014 - 10:17 AM, said:
AC20 with a 203mm Slug should indeed be a heavenly hammer of the gods sir, and would always be the Weapon of choice for me over the high volume spray variant. ANd So long as I could have my single slug of pain you can have your AC2 in disguise!
Yes conversations should always either come to a compromise each side can bear to swallow, or a mutual understanding. You want a Rapid fire AC20 fine, you can have it, I'll take my slow thumper and meet you on the battlefields.
I would welcome the opportunity to test out different AC variations, even if the FLD version remained. I would LOVE for my AC40 jäger to have huge Gatling guns instead of thumpers, for example. Normalize ACs and I think you could have a ton of variations within each class to get exactly the feel each individual wants.
Prosperity Park, on 13 January 2014 - 10:57 AM, said:
So... if Laser weapons' biggest drawbacks are damage spread, forcing a pilot to be exposed during the beam, and lack of frontloaded application...
... then all 3 of those symptoms would be alleviated by a shorter beam duration. Why is this idea not more widely supported? I see very few people suggest a simple beam duration reduction.
"We" are trying to reduce the front-loaded damage, not increase it. TTK is already too low, so we don't want to make it worse.
Varent, on 13 January 2014 - 11:45 AM, said:
I was using it as an example to show that people will continue to use weapons in ways with jump jets that will not allow you to damage them in turn. This will continue to be a dominant meta that will be used over and over and over again until you change the way JJ are instituted in the game.
And sniping from a non-JJ mech will be a dominant meta regardless of how you change jump jets. Cover is cover from that range.
Mister Blastman, on 13 January 2014 - 12:04 PM, said:
One idea that I have toyed with is having them spread out the closer you get to your own mech... or do the opposite. Base the spread on their maximum range. At maximum range they are focused and tight, dealing damage to a single spot. When you get really close to a PPC mech, they spread damage among two or three components. It is kind of counter-intuitive as you'd think spread would be greater at range--but for game-balance sake, it'd be more with the spirit of the game and the weapon than the latter.
I think that's a cool idea. We have also discussed making it more like lightning, where it does a chunk of damage (maybe 4-6) where it hits and then spreads the rest to surrounding hitboxes. I also think treating it like a very small cone LBX would work great, though that would make it more of a brawler weapon than your solution would.
Nihtgenga, on 13 January 2014 - 12:41 PM, said:
Since this thread is revolving over and over with the same buff/nerf weapon stats discussion and "they are not OP/UP, you just need the skill to circumvent/use it" zero-argument between blinders, which did not yield any real balancing progress during the patches last year, I'm quitting this thread for the purpose of saving futile spent bits.
Don't worry, five new threads with this subject have been posted since this morning, so your bits will be spent just as futilely elsewhere