SLDF DeathlyEyes, on 24 March 2014 - 04:12 PM, said:
By not following the simple rule of making changes in small steps Paul Innouye has caused several "LRM Apocalypses" without learning from his previous actions.
This should be a clue that PGI considers LRMs a counter strategy to hill-humping and pop-tarting. They are trying to find a balance where LRMs can be used to suppress enemy entrenchments without having a major impact on other game play.
SLDF DeathlyEyes, on 24 March 2014 - 04:12 PM, said:
Ghost heat failed to truly correct high damage alpha strike advantages while further limiting the choices of mech making mechs such as the Battlemaster and other predominately energy based mechs highly disadvantage.
Actually it all but eliminated 6 and 4 PPC stalkers which were commonplace. It also reduced the number of dual AC20 mechs as well. All in all I would say Ghost heat had the effect it was supposed.
You use Battlemaster as an example but Battlemasters uses 6 Md Lasers, unaffected by ghost heat. I think you mean Awesome, which was fundamentally displaced from its default configuration. However if I recall, the Awesome was abandoned long before that, the day the Stalker was released.
SLDF DeathlyEyes, on 24 March 2014 - 04:12 PM, said:
Changes made to the Victor and the Highlander have only provided a short term stop gap to the issue of jump sniping being utterly dominant close and long range while completely ruining the entire purpose of using a Victor, a light assault mech with extreme maneuverability. The viability of using a Victor as a brawler has been greatly diminished in the name of solving "pop sniping."
I’m going to stop you right there. If you want to have “extreme maneuverability”, play a medium mech. You don’t get it both ways, assault tonnage and medium agility. Your man-crush on the Victor not withstanding it is just another assault mech, and while it is fast for an assault mech”, it shouldn’t be as agile as Heavy or Medium chassis.
SLDF DeathlyEyes, on 24 March 2014 - 04:12 PM, said:
1. Reduce LRM speed to 135 M/S, weapons should be balanced for how they are intended to be used in this example, LRMs are intended to be support weapons.
2. Reduce terrain movement penalties so mechs can climb slopes up to 60 degrees.
3. Reduce laser duration to .75 seconds while increasing reload speed to 3.75 seconds in order to maintain fire rate. Reduce pulse laser duration to .5 seconds while increasing reload speed to 3.35 seconds to maintain fire rate.
4. Increase Gauss Rifle charge dissipation to 5 seconds while increasing the charge time to 1 second (the idea is to be able to turn the gauss rifle into a weapon capable of hitting mechs hopping in and out of cover while limiting it's use as a brawling weapon from a longer charge time. Currently the gauss rifle isn't effective against people using cover effectively.) The gauss rifle will also only explode when holding a charge to discourage players from unnecessarily holding a charge.
5. Fix SRM hit detection, I understand this might not be viable at present,
6. Reduce ghost heat penalties by 10% , the changes being made increase the danger of getting too close with PPCs. As it stands a mech carrying Exclusively PPCs will be useless within 90 meters, taking such a mech would be an extreme risk.
7. Set the Highlander and Victor to pre-nerf levels. The changes to Jump Jet handling were acceptable while the ground based handling changes were completely uncalled for.
1. If LRMs are support weapons what are Artillery and Airstrikes? LRMs have always been a primary weapon in battletech, and they are currently the best counter to poptarts.
2. to what end? The allow all mechs to ignore all terrain. To make hill-humping and poptarting easier with the reduced jump jets?
3. I’m not going to say Lasers don’t need a look, but making them closer to pulse lasers may not be the solution.
4. I like the idea of it only exploding when charged.
5. I believe they are currently working on SRMs, which are definitely problematic.
6. I am not sure where you are going with this. Looking at Smurfy’s, a 10% ghost heat change to PPCs means 3 PPCs will generate 40.6 heat instead of 42.6 heat.
7. Wrong direction. Assault mechs should all have Huge movement archetype, and being out maneuvered by light and medium mechs in open terrain should be a real concern. Both of those mechs already have the benefit of a good arm hardpoints and arm targeting reticules that provide a massive firing arc.
Edited by Agent 0 Fortune, 25 March 2014 - 03:35 PM.