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Project Update - Apr 11,2014 Feedback


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#141 Wraith 1

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Posted 11 April 2014 - 08:14 PM

You're nerfing the AC/2 again?




Seriously. Even when you'd see 5xAC/2 macro Jagers every match or two (4.0 DPS per cannon, no ghost heat,) they were more of a troll weapon than anything else. As they are now, they seem about as dangerous as a large laser; they run hot and spread damage. If you really think they need a change, change the screen shake or something.


As for the SRM changes, it's nice to see some progress. Even if it is at the pace of an Urbanmech, as usual. BTW, where's my frickin Urbanmech?
Don't be afraid to bring back the Splatcat. Splatcats were fun to play, and much more fun to play against than your typical metahugger. Also, bringing SRM damage to 2.5 wouldn't bring the Splatcat back as the terror that it was, not without splash damage.

I really don't think that SRMs have that terrible hitreg compared to other weapons (against mechs 50T+, that is,) they just don't have enough power to justify their disadvantages. If you're really that scared of them being "OP", why not make some small changes? 2.15 DMG per missile would be a start.

#142 OuttaAmmo NoWai

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Posted 11 April 2014 - 08:15 PM

Odd patch - some of these nerfs make sense ((U)AC/5, obviously) and some of them are idiotic (ac/2).

AC/2s are a unicorn weapon. The only way they pose a threat to anything is if boated in a group of 3 on an assault, or paired with other ACs on a Jager. In BOTH cases, they are inferior to the PPC AC/5 poptart meta, and I rarely see them at all.

AC/2 DPS doesn't mean diddly because it's spread around in a game that's all about pinpoint damage. The AC/2's ONLY unique ability was that it was the longest ranged autocannon in the game, and even IF you pinged someone from over 1000 meters away on Alpine, you were hitting for a fraction of a point of damage. Now there's NO reward for being an excellent shot at long range, and NO incentive to brawl with AC/2s at short range because of their DPS nerf. You've completely killed an already rare weapon (that I don't even use because it's not viable at my level of play).

Who thought this through?

At least you hit AC/5s.

#143 Asmosis

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Posted 11 April 2014 - 08:38 PM

View PostWonderSparks, on 11 April 2014 - 07:38 PM, said:

I don't know why everyone is always complaining about SRMs, mine seem to work just fine. :)



Care to post a screenshot of your weapon stats? I think you'll find they disagree with you.

#144 Wintersdark

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Posted 11 April 2014 - 08:53 PM

View PostNicholas Carlyle, on 11 April 2014 - 01:43 PM, said:

Paul, why do you insist on keeping AC's at 3x range? It's a major detriment to the game at this point.

It's a very simple fix to drop them to 2.5 or even 2.

I'm with this here. Just drop all ballistics to 2x range alongside energy weapons.

#145 Troopwe

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Posted 11 April 2014 - 09:13 PM

[color=#959595]Thanks for the update. Any thoughts to giving the AC/2 and (U)AC/5 minimum ranges, just like in TT?[/color]

View PostAlmighty Cico, on 11 April 2014 - 03:29 PM, said:

NOPE NOPE NOPE NOPE


And you base your objection on ...........? Originally the AC5 and AC2 were desinged as long range support. Not long and short range brawler DPS weapons.

#146 Onlystolen

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Posted 11 April 2014 - 09:17 PM

Ac/2 DPS NERF ac/2 RANGE NERF!! NERF ALL THE THINGS!!

WAY
TO
GO

Ac/2's are F**king useless now...

might as well increase the ghost heat 10x and make sure they have a paintball effect and leave red green and blue splat marks on the enemy mechs...

#147 Modo44

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Posted 11 April 2014 - 09:23 PM

Good to see things progressing.

I find the consistent lack of AC burst fire, PPC splash, and LRM spread disturbing. Too much easy pinpoint damage for quick kills.

#148 Texas Merc

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Posted 11 April 2014 - 09:29 PM

If you are going to lower the dps on ac2 then please up the crit chance on internals. The ac2 should be a crit machine on internals.

Also, to decrease convergence please increase bullet drop on ac weapons once they are past their max total damage range.

IE ac20 max range 270 at 300 m it should have a bullet drop with a severe diminishing returns fired at a target beyond that range, not just a damage reduction.

#149 Onlystolen

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Posted 11 April 2014 - 09:29 PM

I would state TT ranges of the weapons, but it seems like no one cares at PGI. They're reinventing the wheel as they see fit.

Edited by Onlystolen, 11 April 2014 - 09:31 PM.


#150 Onlystolen

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Posted 11 April 2014 - 09:37 PM

As for the mechs:

Battlemaster 1
Thunderbolt 1
Shadowhawk 1
Griffin 1
Wolverine 1
Locust 1

MATH = 6 ... Hmmmm...

#151 AP514

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Posted 11 April 2014 - 10:01 PM

Are you kidding ?? IF you are point blank then HELL YES SRM's should hit 1 area.....DOHHHO.....

#152 Daekar

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Posted 11 April 2014 - 10:20 PM

I'm actually starting to doubt that any of the devs play the game. Why would you nerf the AC/2 range specifically when the 3x range on all ballistics is the issue? Pull them back to 2.5 or 2 (leave the gauss at 3) and leave the rest alone for a patch cycle.

I swear, hamhanded balancing kills me.

Good to hear SRMs are going to see some changes. Hopefully the RoF increase won't make them OP when the real fix comes.

#153 Khobai

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Posted 11 April 2014 - 10:42 PM

Quote

high school physics should also tell you that a lighter projectile loses its momentum much faster


MWO doesnt use real world physics though. So it seems kindve silly to make statements like that.

In TT, an AC2 is longer range than an AC5 for balance reasons... not for physics reasons.

#154 Onlystolen

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Posted 11 April 2014 - 10:48 PM

*Ting Ting Ting Tan Ting tan* Whats this? ac/2 at 1300 meters? 4 dmg fter 6-8 shots, better get to cover before this sand erodes my armor off my LT CT RT, ...

EDIT:

for clarification, if you are dumb enough to keep standing in the way current AC/2's they will kill you, but after the second ping off your torso that is usually enough to put someone back into cover. Tell me now how they are op and need to be nerfed?

Edited by Onlystolen, 11 April 2014 - 10:51 PM.


#155 VXJaeger

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Posted 11 April 2014 - 11:04 PM

I think that it's time me to start looking for another game, because this is totally becoming average Joe Bullshit. Already individual's skill has become pretty much irrelevant and this change on ACs just accelerates development.
Nobody wants to be just "GI Joe" in bulk army blob where nobody shines.

IMHO, PGI has somewhat lost the clue, too much worshipping average BS PUG-players and whacking of HC players.
Compared to year back, battlefield is already safer than kindergarden, but nothing is safe enough if you keep overworshipping those 100 match heroes.

Make a mode where all weapon nerfs are rolled back to spring 2013 level. Place where no ghost heat, 6 PPC Stalkers run wild, Streak- and Splatcats lure their ways to close combat, Gauss'es launch immediatelly when triggered etc...THAT would be true battlefield :)

Edited by VXJaeger, 12 April 2014 - 08:23 AM.


#156 RedDragon

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Posted 11 April 2014 - 11:36 PM

Could we please get back a working Gauss Rifle btw?

#157 Rasc4l

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Posted 12 April 2014 - 12:08 AM

View PostJman5, on 11 April 2014 - 01:22 PM, said:

A lot of the changes here seem to be DPS oriented. Are you guys looking at the balance of burst alpha strikes that get launched quickly before ducking back behind cover? Dual ppc/dual ac/5 might not have the greatest dps, but it doesn't really matter if you're spending your cooldown safely behind cover.


Exactly THIS!

This is the problem in organized gameplay where only builds that can deliver the 30-40 point alpha to half a kilometer are functional. I.e. PPC+(U)AC/5 builds.

#158 ArmyOfWon

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Posted 12 April 2014 - 12:11 AM

I can see how these changes to AC2s, (U)AC5s make sense, but how did you determine they were a problem in the first place? The most prevalent build formula is ACs+PPCs for most pinpoint damage in one shot without too much heat (so usually something like 2 AC5s + 2 PPCs for 30 damage in one click, 22 heat). Couple that with popping over a hill (either by ridge humping or poptarting, the second being the preferred, least risky strategy), and you have a formula for high damage for low risk.

Would you be willing to consider ACs acting as burst-fire AutoCannons? An AC2 firing 2 1-damage shots in quick succession, AC5 firing 5 1-damage shots, AC10 firing 2 5-damage shots, and AC20 firing 4 5-damage shots (or 2 10-damage shots)? This would achieve multiple things:

1. Lengthening time focused on target to apply damage

2. Spreading damage around target as a result of longer time

3. Further reducing viability of poptarts without JumpJet changes.

4. Increasing Time to Kill as a result of spread damage in general.


I would love to get your thoughts on this idea

#159 xCico

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Posted 12 April 2014 - 12:20 AM

View PostTroopwe, on 11 April 2014 - 09:13 PM, said:

[color=#959595]Thanks for the update. Any thoughts to giving the AC/2 and (U)AC/5 minimum ranges, just like in TT?[/color]


And you base your objection on ...........? Originally the AC5 and AC2 were desinged as long range support. Not long and short range brawler DPS weapons.


THIS IS A MULTI PLAYER, you cant make everything just like in BT, there wouldnt be balance...

#160 Cyborne Elemental

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Posted 12 April 2014 - 12:21 AM

http://mwomercs.com/...5-alternatives/

Something along these lines would be a better way to balance the UAC5 IMO, #'s tweaked a little up/down, but seems a solid system to undakkadakka the boaters, and make it useful for mediums as a single weapon.

Its not the Rof or range of these weapons screwing up the works, its the lack of heat in comparison to their big brothers.





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