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Weapon Balance Thread Compilation


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#1 Varent

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Posted 13 February 2014 - 10:50 AM

Thread compilation of recent and important Weapon Balance topics.

Threads will be added to the list provided they meet the following conditions.

1) Provide information regarding relevant and important weapon issues.
2) 7+ pages
3) Speak about relevant topics and are not fully dead threads.
4) any threads that do die due to the subject not longer being valid will be removed from the list.

I will update the list regularly and keep the topics fresh with spoilers below them.

Keep in mind a few of these topics may not seem like weapon topics on the outside but have gradually turned into them over the course of the thread evolving.

http://mwomercs.com/...-your-game-pgi/ - not exactly a weapon thread but lots of talk on weapons included.

Spoiler



http://mwomercs.com/...rbalancing-101/

Spoiler



http://mwomercs.com/...-to-burst-fire/

Spoiler


http://mwomercs.com/...ettering-beams/

Spoiler


http://mwomercs.com/...uble-with-lrms/

Spoiler


http://mwomercs.com/...y-fix-srms-101/

Spoiler


http://mwomercs.com/...mage-solutions/

Spoiler


http://mwomercs.com/...-buff-feedback/

Spoiler


http://mwomercs.com/...g-the-new-fotm/

Spoiler


http://mwomercs.com/...27-gauss-rifle/

Spoiler


http://mwomercs.com/...whats-the-deal/

Spoiler


http://mwomercs.com/...till-a-problem/

Spoiler


http://mwomercs.com/...ey-are-too-hot/

Spoiler


http://mwomercs.com/...h-energy-sucks/

Spoiler


http://mwomercs.com/...-lasers-better/

Spoiler


http://mwomercs.com/...w-with-weapons/

Spoiler


hopefully will help keep things cleaner, and make it so just the same thoughts and ideas arent repeated over and over again.

Edited by Varent, 06 March 2014 - 10:14 AM.


#2 Varent

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Posted 13 February 2014 - 11:52 AM

With these things in mind and prefaced by alot of those original ideas Id like to just give out some of my own thoughts on how some weapons might be changed to better create a balance.

I will say I feel that autocannons are in a good place with the exception of the ac10 being the frogotten misfit. Im fully unsure of how to make this weapon truly viable. Keep in mind Im not listing the lbx under this same denotation since I feel that its a good weapon. But for the weight, size etc. I feel the normal ac-10 is abit meh.

Machine gun are an amazing brawling tool that too few people really learn to appreciate. They crit like crazy and do great damage for no heat.

Im not going to cover TAG/NARC since they arent 'true weapons' and the devs have already stated changes are coming.

Lrm As well I feel are in a good place. I do think however that the prevalence of ecm as well as how short of a time locks last keeps them from attaining any major strength within the current meta.

SRM are a great weapon. Im not sure why people complain about the weapon itself so much since the primary issue with this weapon is fully related to its hit detection. I would toss in streaks here as well. Another great weapon that only are 'op' against lights which honestly they should be.

Now this brings us to the problems which personally I feel need some tackling.

1) Flamer.
2) Lasers. (Specifically Pulse and Large)
3) Gause Rifle
4) PPC

========================================

1. Flamer - I Honestly do not feel this weapon can ever reach its true potential until pgi makes this weapon what its supposed to be. Its not used for damage. Its used to overheat mechs and lock them down. PGI has already stated they dont want this mechanic in there game. This makes me sad but I see little reason for PGI to truly take this stance.


2. Lasers - This section will be broken down into sections. I will state I feel the Small Laser, and Medium Laser are in a good place right now.

Small Pulse Laser - I would personally love to see the cooldown greatly reduced as well as the Heat. However I also feel the damage should be reduced. I have always seen the pulse laser as something of a machine gun type laser. Little damage burst wise but high sustained damage. This could easily be implimented.

This is the current SML Pulse Laser.

DMG Heat CD
3.40 2.40 2.25

This is how it could be implimented for a subtle but significant change into how it plays and feels.

DMG Heat CD
1.75 1.2 1

This would allow for 'slighty' higher damage with a 'slightly' lower cd overall for the same heat. BUT it would allow the weapon to be used very differently. It also would reward players who are willing to hold the weapon on target.

Medium Pulse Laser. - The same that would be done for the small pulse laser could also be done for the medium laser.

Current MED Pulse Laser

DMG Heat CD
6.0 5.0 3.0

This is how it could be implimented for a subtle but significant change.

DMG Heat CD
3.25 2.5 1.4

Again note, this would be a subtle change that would only do a very minute amount more damage with a slightly lower cooldown. But it would again reward players who can hold the weapon on target. It would also make the weapon itself unique.

Large Pulse Laser. - As noted above a change to this weapon I feel should be done on the level of making it function differently with just a mild change to the weapon itself to make it feel unique. HOWEVER. I frankly view large lasers as something of the 'gimped' laser in relation to there overall versatility. Where as other lasers (mediums and smalls) have fairly low weight for there damage. This is 'balanced' by having there range extended. However the extended range can be somewhat negligible on many mechs. Its for this reason in order to properly balance them I actually suggest extending the range on large lasers to 2.5 the base range. Making them similiar to ballistics at least a little and making there added weight more worthwhile.

This is the current Large Pulse Laser.

DMG Heat CD Range - Base Range - Max
10.6 8.5 3.25 300 600

This is how this weapon could be changed to bring it more in balance.

DMG Heat CD Range - Base Range - Max
5.8 4.25 1.5 300 750

This would allow the large pulse laser to have a more unique feel as well as be more balanced for its weight.

Large Laser/ ER-Large Laser - I generally feel the large laser is neglected most of the time since its overall weight value tends to be low for its damage and range equivalents. I somewhat feel this can be negated by more equalizing its range in particular to make its weight have more value. I think this can be greatly enhanced by either extending the range to 2.5 max range. I feel this could be done equally for both lasers.

The change would look like this.

Current Large Laser
Range - Base Range - Max
450 900

Suggested
Range - Base Range - Max
450 1125

Current ER-Large Laser
Range - Base Range - Max
675 1350

Suggested
Range - Base Range - Max
675 1688

Again these are just some thoughts. However I do feel this would make the large and er large laser alot more common on the battlefield. It would also allow them to be used as more fire support oriented roles.

3. Gause Rifle - I do feel the charge up time was a good thing for this weapon. However the amount of time the charge lasts currently is quite low and often times by the time you have a chance to aquire a target and aim its already too late. I believe this weapon was changed to prevent the 'snap shot' firing which it was being used for. The charge up prevents that. Therefore in order to give this weapon more use why not extend the amount of time the charge lasts? Adding an aditional second to the time the charge lasts would not make this weapon that overpowered. Or even an additional .75 seconds really. It would simply allow players a slight bit more time to aim once they have aquired a target.

4. PPC - To be honest I feel the PPC itself has found a nice balance in things. HOWEVER having tested this personally quite abit the ER-PPC is simply to hot. with 10 DHS the ER-PPC firing once will put a mech at about 30% heat. That is one weapon. Firing one time. While I admit the extended range can be nice and the no minimum can be nice.... the amount of heat this weapon produces renders it simply unuseable. Personally I think alot of playtesting could find this weapon in a better place but at the very least I suggest lowering the heat this weapon produces by 1-2 points.

=======================================

Anyways these are just my own thoughts having spent a long time looking over the weapons and playing with them and testing them with friends.

#3 Khobai

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Posted 13 February 2014 - 12:15 PM

Pulse Lasers are already bad why do you want to make them worse? Making them do less dps and spread damage around more is not how you fix them.

Quote

Actually number wise they dp more dps not less. Do the math.


I did do the math. they do less dps. you forgot to add in the 0.6 beam duration.

[Current Medium Pulse Laser]
DMG Heat CD
6.0 5.0 3.0

3.0 CD + 0.6 beam duration = 3.6 total cooldown
6/3.6 = 1.67 dps

[Your proposed Medium Pulse Laser]
DMG Heat CD
3.25 2.5 1.4

1.4 cooldown + 0.6 beam duration = 2.0 total cooldown
3.25 / 2 = 1.625

1.625 is less than 1.67 so the dps is lower.

Edited by Khobai, 14 February 2014 - 01:44 PM.


#4 Varent

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Posted 13 February 2014 - 12:26 PM

View PostKhobai, on 13 February 2014 - 12:15 PM, said:

Pulse Lasers are already bad why do you want to make them worse? Making them do less dps and spread damage around more is not how you fix them.


Actually number wise they dp more dps not less. Do the math. This makes pulse lasers have a unique niche. It also allows you to not have to hold onto one area for as long and allows for faster more dynamic gameplay. It rewards higher skill play.

#5 Mcgral18

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Posted 13 February 2014 - 12:32 PM

Anything to be done with damage nerfs? AC20 does over 3x TT damage, and doubled armor only goes so far.

The AC2 is a proper AC20, which is actually a TT AC10 due to doubled armor. AC10 is actually a TT AC20...and it does feel pretty weak, even then.


As for the pulse lasers, I like the idea of making them different, but needing to continuously face your target is pretty poor since you can't twist.

Also, remove that darned cone of fire on the MGs.

#6 Varent

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Posted 13 February 2014 - 12:40 PM

View PostMcgral18, on 13 February 2014 - 12:32 PM, said:

As for the pulse lasers, I like the idea of making them different, but needing to continuously face your target is pretty poor since you can't twist.

Also, remove that darned cone of fire on the MGs.


It does make it difficult to twist, however it makes them more of a brawling/flanking weapon still. Machine gun work very well as a brawling weapon and this makes them a similiar though not exactly the same.

Also when the medium and small pulse lasers are used on light mechs, most of the time when they are fighting they are utilizing there speed to get behind there enemy. When they do this the fact that they arent torso twisting is nullified.

Again, it rewards higher skill play instead of just running at something and holding down the trigger.

#7 Varent

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Posted 14 February 2014 - 01:24 PM

*updated* Clan Weapon Balance Threads.

#8 Sandpit

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Posted 14 February 2014 - 01:27 PM

+1 Hopefully it makes it easier for everyone to follow the threads

#9 Varent

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Posted 14 February 2014 - 04:24 PM

-Update, Spoilers added.

#10 Varent

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Posted 19 February 2014 - 06:34 PM

*updated with pulse laser buff thread*

#11 Varent

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Posted 26 February 2014 - 08:34 AM

updated

#12 Varent

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Posted 26 February 2014 - 11:36 AM

updated with srm thread, since its exploding.

#13 Varent

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Posted 01 March 2014 - 03:17 PM

updated with lrm thread

#14 Varent

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Posted 06 March 2014 - 10:11 AM

updates with overbalance thread

#15 Varent

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Posted 06 March 2014 - 10:15 AM

updates with state of game in regards to weapons thread





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