Project Update - Apr 11,2014 Feedback
#141
Posted 11 April 2014 - 08:14 PM
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
Posted 11 April 2014 - 08:15 PM
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.
#144
Posted 11 April 2014 - 08:53 PM
Nicholas Carlyle, on 11 April 2014 - 01:43 PM, said:
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
Posted 11 April 2014 - 09:13 PM
Almighty Cico, on 11 April 2014 - 03:29 PM, said:
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
Posted 11 April 2014 - 09:17 PM
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
Posted 11 April 2014 - 09:23 PM
I find the consistent lack of AC burst fire, PPC splash, and LRM spread disturbing. Too much easy pinpoint damage for quick kills.
#148
Posted 11 April 2014 - 09:29 PM
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
Posted 11 April 2014 - 09:29 PM
Edited by Onlystolen, 11 April 2014 - 09:31 PM.
#150
Posted 11 April 2014 - 09:37 PM
Battlemaster 1
Thunderbolt 1
Shadowhawk 1
Griffin 1
Wolverine 1
Locust 1
MATH = 6 ... Hmmmm...
#151
Posted 11 April 2014 - 10:01 PM
#152
Posted 11 April 2014 - 10:20 PM
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
Posted 11 April 2014 - 10:42 PM
Quote
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
Posted 11 April 2014 - 10:48 PM
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
Posted 11 April 2014 - 11:04 PM
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
Posted 11 April 2014 - 11:36 PM
#157
Posted 12 April 2014 - 12:08 AM
Jman5, on 11 April 2014 - 01:22 PM, said:
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
Posted 12 April 2014 - 12:11 AM
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
Posted 12 April 2014 - 12:20 AM
Troopwe, on 11 April 2014 - 09:13 PM, said:
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
Posted 12 April 2014 - 12:21 AM
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.
6 user(s) are reading this topic
0 members, 6 guests, 0 anonymous users