Project Update - Apr 11,2014 Feedback
#181
Posted 12 April 2014 - 06:16 AM
Also looks like SRM will continue to suck. If their biggest fear is that a weapon with a 270m max range will hit a single component the weapon is doomed. I wish they would point on the doll where the Splat Cat touched them as it would begin the healing process.
#182
Posted 12 April 2014 - 06:17 AM
Just saying.
#183
Posted 12 April 2014 - 06:20 AM
IraqiWalker, on 12 April 2014 - 05:59 AM, said:
The reason I assume is that it is dealing as much as an AC5 while taking up less weight. So they shot the range a bit to compensate. I'd rather they made it 2.0 or 2.5 and out-ranged the AC5 by 100-200 meters.
It might, mathematically over time, do the same DPS - but that's not actually how this game is played.
This isn't a PvE game, where we hit giant sacks of hitpoints repeatedly.
The AC 2 needs to remain on target to do that DPS, the higher ACs can all torso twist or duck behind cover between shots etc.
Unfortunately if you solely balance by spreadsheet with no eye for actual play, you will miss the mark.
That's basically what happened here.
Edited by Ultimatum X, 12 April 2014 - 06:21 AM.
#184
Posted 12 April 2014 - 06:26 AM
ac2/5 gets dps nerfs which is fine by me though peggig back ranges would I feel have been better, and maybe easier, though this way does give more reason to gamble with uac5 more than pre nerf.
what none of this does though is make pop tarting harder, in fact because overall dps is lowered it makes it more desired.
Jump jet nerf ( sensible and was needed)
agility buffs to victors and highlanders (both claimed at the start to make pop tarting less viable, then changed to 'make them feel like assaults)
and this nerf
All have zero or very minimal effect on pop tarting, which you and a large part of the community want cut back.
What they do though is have much higher impacts on dps builds and brawlers, and in the ac nerf case gave lrm spam builds an indirect buff, which again won't effect poptart play
#185
Posted 12 April 2014 - 06:32 AM
#186
Posted 12 April 2014 - 06:48 AM
How many have reached open beta with the same ability missing?
How many have launched with that ability missing?
How many have progressed through two years of their life without this fundamental feature?
Just sayin Paul cause I can't think of one that made it past closed beta without it
Edited by Lucian Nostra, 12 April 2014 - 06:52 AM.
#187
Posted 12 April 2014 - 06:48 AM
Will we ever see the clans as "playable factions"?
Will the Victors nerf be lightened a bit, or will it stay to be as movable as mech 20 ton higher (and thus useless?)
Will we see guilds ingame?
Will we see less poptarting?
Edited by John McFianna, 12 April 2014 - 07:16 AM.
#188
Posted 12 April 2014 - 07:15 AM
And the blue on blue is still hard to read on your post. might as well have an apple IIc screen.
Edited by Bartholomew bartholomew, 12 April 2014 - 07:21 AM.
#189
Posted 12 April 2014 - 08:21 AM
Jonathan Paine, on 11 April 2014 - 02:28 PM, said:
I lol'd.
@Topic:
When I take this thread into consideration and put it aside the Russ Bollocks NGNG podcast, it all builds up to the picture of a paid premium e-sports shooter, with premium arenas, premium mechs, premium time and premium social features.
It just doesn't point to a battletech mech sim with meaningful content like fighting for factions in an inner sphere at war with itself and the clans.
Funny that, since PGI always claims to be real fans. I don't see it yet. On the other hand, it's just me. I gave my money, so what's my opinion worth?
Edited by Egomane, 13 April 2014 - 09:33 AM.
CoC violation
#190
Posted 12 April 2014 - 08:24 AM
The game is not just about DPS. This whole thing along bringing AC2 inline makes no sense at all.
The AC2 runs HOT. The only thing it had going for it was the higher DPS. This is not even factoring in the need to expose yourself longer to get the required damage done.
If the AC2 gets a DPS and range nerf, it needs a HUGE heat buff to 0.5 or something. Unless it is PGI's plan to nerf a weapon that's not even that frequently used into oblivion. Then by all means, carry on.
#191
Posted 12 April 2014 - 08:27 AM
Deathlike, on 11 April 2014 - 06:54 PM, said:
If we made the AC20 a hypothetical "quad AC5" in firing 4 shots (5 damage each) into the target, the "current AC5" would look better, but that assumes that the AC5 WOULD NOT CHANGE... if the AC5 changed into say 2 projectiles, then it becomes a "slightly better" AC2 (more accurately, an "AC2.5") which, also assumes that the current AC2 remains the same.
In consideration, it's not as bad as you're making it out to be.
I'm not sure if you are for that change or against it. I am for it, though you can see the link in my sig for a little more in-depth analysis. Basically, we should have 4-5+ versions of each CLASS of autocannon, with each class being more distinct as far as DPS, but varying as far as the implementation of that DPS (i.e. some have long bursts with short cooldowns, others have short bursts with long cooldowns, etc.)
FupDup, on 11 April 2014 - 06:56 PM, said:
See my above comment to Deathlike. See my DPS comparisons in the link in my sig.
Ultimatum X, on 11 April 2014 - 06:56 PM, said:
This is already a weapon that places its damage all over the place.
UAC5s are obviously powerful, but sometimes they do nothing.
Does a 9 ton weapon with 25% chance to jam really need a DPS nerf?
Can you bring down the chance to jam?
As it is I usually end up not using UAC5s because I find "balance by frustration" to be an unsatisfactory way to design weapons in a game.
I feel the same way, and agree with all of your suggestions. UAC jam most definitely needs a better system and AC2 should have the same heat as a MG.
Texas Merc, on 11 April 2014 - 09:29 PM, said:
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.
Like I said to Ultimatum, AC2 should be like a MG in both heat and internal crit bonus. Much more sever dropoff is a good bandaid, but I really think burst-fire is a better balancing method, and you could then remove dropoff almost completely as well as all Ghost Heat.
Onlystolen, on 11 April 2014 - 10:48 PM, said:
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?
I actually use AC2s for suppression fire, like they are meant to be. They supplement my AC5s, but the real benefit is keeping the enemies collective head down while we advance.
ArmyOfWon, on 12 April 2014 - 12:11 AM, said:
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
I completely support this - see the link in my sig!
#192
Posted 12 April 2014 - 08:30 AM
Something not addressed
Gauss- Please remove the charge mechanic and go with something else...
Edited by LORD ORION, 12 April 2014 - 08:30 AM.
#193
Posted 12 April 2014 - 08:47 AM
LORD ORION, on 12 April 2014 - 08:30 AM, said:
Something not addressed
Gauss- Please remove the charge mechanic and go with something else...
I like the Gauss charge, actually.
The AC2 should retain it's range advantage over other ACs, I agree, but all of them should get a reduction down to 2x (or maybe 2.5x first to see how it goes).
#194
Posted 12 April 2014 - 08:50 AM
#195
Posted 12 April 2014 - 09:19 AM
Also what effect will lowering the DPS of the AC/5 have when that's not even the point of them? 2 PPC + 2 AC/5 (I'm assuming part of this change is due to that weapon combination) is all about that "smack" not how much DPS you are doing. If anything these changes will invite even more "jump-shoot-cooldown-jump-shoot-cooldown" playing into the matches. You are basically FORCING high burst alpha building with these changes.
Guess it's time to start changing all the mechs I have with AC/2s on them and fitting them for 5s
Edited by mariomanz28, 12 April 2014 - 09:20 AM.
#196
Posted 12 April 2014 - 09:48 AM
Two years later the developers (Paul) STILL do not understand this.
#197
Posted 12 April 2014 - 10:03 AM
Quote
As it is I usually end up not using UAC5s because I find "balance by frustration" to be an unsatisfactory way to design weapons in a game.
Cimarb, on 12 April 2014 - 08:27 AM, said:
One alternative might be a "progressive jam," or mechanical slowing that increases cooldown to a maximum, and ultimately requires a "clear time" to return cooldown to normal.
So, no frustrating jams; just slowing rate of fire.
Ultra AC/5 | |||
Base Cooldown | Slow Factor | Maximum Cooldown | Clear time |
0.75 seconds | 20% additional | ~2.67 seconds | 0.5 seconds plus current cooldown |
If my math is right, players firing four-round bursts before holding off for about 1.7 seconds would maintain DPS of 3.43 (what the Ultra works out to currently). To factor in the proposed nerf, base cooldown would be increased to about 0.85 seconds (four-round clear time, ~1.9 seconds). [Edit, math].
Edited by East Indy, 12 April 2014 - 10:08 AM.
#198
Posted 12 April 2014 - 10:14 AM
It ain't the DPS of the AC/5 that makes it amazing. It's the fact that its projectile velocity and range syncs so well with PPC. Otherwise you'd you'd see people use PPC with AC/10, same damage in 1 shot, 4 less tons invested. But you don't see that being as effective because of the difference in projectile speeds between PPC and AC/10.
I imagine if you're playing against good players who are coordinated, exposing yourself for several seconds at a time (and face-tanking everything) to use a DPS weapon just gives the enemy more time to designate you as a focus target and erase you from the game with a couple shots.
#199
Posted 12 April 2014 - 10:22 AM
YueFei, on 12 April 2014 - 10:14 AM, said:
Maybe, but it sidesteps the fundamental issue as well as affects performance of a single weapon. Plus, since it's already been done with AC/10s and AC/20s, and optimizers will invariably look for a substitute, velocity changes could lead right back to another problematic combination (slow AC/5s, players shrug and return to 10s/20s; accelerate AC/5s and the weapon could become too powerful; accelerate PPCs, and players can more easily counteract the Gauss' charge).
#200
Posted 12 April 2014 - 10:41 AM
14 user(s) are reading this topic
0 members, 14 guests, 0 anonymous users